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Here is where you post the profile(s) for your BZPRPG character(s) (you must post a character's profile before you begin playing). Staff is not required to give approval for characters: you may post and play immediately. However, we can at any time ask you to modify characters if we think that they are too powerful or otherwise against the rules. There is no set pattern when creating character profiles, but if you need inspiration for what to put down, look at the outlines from others’ posts.

SECTION I. General Rules

In the profile page, you are allowed ONE POST; multiple posts by a single player will be deleted. Place all your characters into one post; this makes it easier for you, your fellow players, and the Staff to find your characters. You can have as many character as you want, as long as their profiles all fit into one post.

Your character must belong in the Bionicle universe. This is not to say your character must be of an official Bionicle species, or come from an official location, but he or she must be something that could come from Bionicle. Specific guidelines about this are in the following sections.

You cannot play as canon characters, like Tahu or Roodaka, unless doing so under explicit staff permission. Expies – characters that are essentially carbon copies of characters from other franchises, like Transformers or Star Wars – are also strongly discouraged. The point of the game is to create your own unique Bionicle-universe characters, so embrace the opportunity!

This is the most important rule: Your character must be reasonable. No gods or other invincible characters. Your character MUST HAVE WEAKNESSES; it must be possible for other players to defeat them in combat.

You must either post a picture of your character, or write a detailed description of his or her appearance – or both – in their profile.

SECTION II. Suggested Profile Fields
Unsure of what to include in your Character's profile? Below are some suggestions as to what would be useful subjects to cover. This is by no means a definitive list; you may include other categories, and some of these suggestions can also be omitted. Remember that the point of your character’s profile is to serve as a reference, so that others can interact accurately with him or her even upon first meeting. Try to be very informative. Here are the suggested profile fields (bold indicates a required field):

Name:

Species (Toa, Matoran, Turaga, etc.)

A detailed description or image

Gender

Powers and/or weapons

Technological items (and, if Foreign Tech, which staff member approved the item)

Weakness(es)

Alignment (good, evil, neutral, etc.)

History

Personality and traits

SECTION III. The Lists

Below you will find the lists of species, powers, and masks allowed in the BZPRPG. These lists have been carefully thought out; if a certain species or item is not on these lists, it has been omitted for a reason. All characters, unless given explicit staff permission to the contrary, are required to exist within the parameters of these lists.

Playable Species:Matoran – No powers or powered masksToa – One elemental power and one mask from the approved listTuraga – One heavily weakened elemental power and one mask from the approved listVortixx – No powers or masks, two pieces of foreign technologySkakdi – One elemental power (requires two Skakdi in conjunction to use), one vision power, one piece of foreign technologyParakuka – No powers alone, but can be very powerful when bonded to a host (See here for more information on the Parakuka; if your character has bonded with a Parakuka, say so in that character's profile).Lesterin – Special innate elemental abilities and either one mask from the approved list OR one piece of foreign technology (See here for more information on the Lesterin)Dashi – See SECTION V for detailsDasaka – See SECTION V for detailsDatsue – See SECTION V for details

CUSTOMIZATION EXCEPTION:
Personalized/customized species are allowed – however – they MUST resemble or be similar to one of the above species, including abilities, powers, and power levels, AND must be approved by a staffer before use.

Allowable Toa/Turaga/Skakdi Elemental Powers
One elemental power per character. No multiples.AirCrystalEarthFireGravityIceIronJungleElectricityMagnetismPlasmaSonicsStoneWater

CUSTOMIZATION EXCEPTION:
Customized powers are allowed – however – they MUST be reasonably powerful, balanced, AND be approved by Staff before use. If your character is evil, she/he may be able to gain special powers from a dose of Antidermis bartered from the Vault Loot.

Allowable Kanohi:Kanohi Hau The Mask of ShieldingKanohi Pakari The Mask of StrengthKanohi Miru The Mask of LevitationKanohi Kakama The Mask of SpeedKanohi Akaku The Mask of X-Ray VisionKanohi Kaukau The Mask of Water BreathingKanohi Huna The Mask of ConcealmentKanohi Ruru The Mask of Night VisionKanohi Matatu The Mask of Telekinesis (off-limits to Dasaka characters)Kanohi Rau The Mask of TranslationKanohi Pehkui The Mask of DiminishmentKanohi Kualsi The Mask of Quick TravelKanohi Calix The Mask of FateKanohi Kadin The Mask of FlightKanohi Sanok The Mask of AccuracyKanohi Iden The Mask of SpiritKanohi Zatth The Mask of SummoningKanohi Arthron The Mask of SonarKanohi Volitak The Mask of StealthKanohi Tryna The Mask of Reanimation
The Mask of Healing
The Mask of Rebounding
The Mask of Sensory Aptitude

CUSTOMIZATION EXCEPTION:
Customized masks are allowed – however – they MUST be reasonably powerful, balanced, AND be approved by Staff before use. Your character may also gain certain masks not on the above list by bartering one from the Vault Loot.

Only one mask is allowed per character. No multiples, no Suvas. Period. Even if staff decides to give a certain character a more powerful mask as a reward or gift in response to some event or contest, that character must abandon their previous mask to use the new one. Should you decide you want to change masks, such a practice is permissible. However, the transition must happen feasibly In Character, and be immediately edited into your character's profile to avoid an illegal duplicity of masks.

SECTION IV. TechnologyForeign Tech
Per the nature of certain species' foreign origins, if you have a Skakdi or Vortixx character, you are allowed one or more pieces of advanced foreign technology. Technological items of this sort MUST be approved by staff prior to playing. If your character has a foreign tech item, you must note which staff member approved the tech after you describe the item in your profile.

These are the limitations on foreign tech per species type.Skakdi:ONE piece of foreign techVortixx:TWO pieces of foreign techLesterin (w/out mask):ONE piece of foreign tech

The only way for a character not of these species to own a piece of foreign tech is for them to win it fairly from another player’s character in combat. If your Toa, Matoran, or Turaga character has acquired a piece of foreign tech, you must include a note about which character they won it from, AND which staff member approved the technology in the first place. Your character may also gain foreign tech by bartering some from the Vault Loot.

Native Tech
Technology on the island of Mata Nui has taken a step forward, and so more advanced technological items are no longer out of the question for Toa, Matoran, and Turaga characters. If a character wants a piece of this new “native technology,” they can attain one from a Koro Leaderor shopkeeper IC or, as with attaining foreign technology, win it fairly in PC-vs.-PC battle. If your character has one or more pieces of native tech, you must specify in their profile how this technology was acquired.

Smaller, freelance native tech shops can be created and run by players, as long as their merchandise is all pre-approved by staff. Shopkeepers are encouraged to require some kind of task-based IC payment in exchange for their special technologies, just so that native tech remains more valuable than imaginary widgets. There is also a "Living List" of token Native Tech items or item types that may be acquired by PCs in-game without approval. If players wish to suggest other technologies to add to the Living List, they may PM those suggestions to Nuju Metru.

Here is the list.

Glass lenses with various focusing/diffusing properties. These are used in telescopes, magnifying glasses, and lamps. Such lenses, usually employed in Lightstone lanterns, can also be purchased separately, as they're prone to breaking.

Onu-Koronan task tablets or "iStones" with abacus, note-taking, and some document-holding possibilities. These are very difficult to open without damaging the machinery inside - they've been manufactured to break this way by the Onu-Koro engineers on purpose, so that their computing abilities remain essentially unreproducible.

Basic metal tools such as hammers, axes, pickaxes, and even scissors. These items were available before, but now they're more easy to acquire; the best come from Ta-Koro.

Simple clockwork devices with gears, springs, and even little bells. The most complex and expensive sort are the smaller ones, especially rudimentary, one-handed watches. Many varieties of little wind-up toys are also available, from bouncing Fusa to rolling Manas.

Disk launchers have propagated, reducing the need for skill when using a bamboo disk as a weapon. Some launchers hold more disks with spring or gravity-loading magazines.

Photothermic powder, also known as "Stralix Powder" after its inventor, made up of mixed lightstones and heatstones. This powder is slightly more potent than the explosion of a Madu Cabolo, and is much safer to store and use. Sharp impact, or fire, can set it off.

Kites and gliders, while usually impractical, can be produced on request by the right craftspeople. Huge, delicate hang gliders are made best in Le-Koro.

Volo Lutu Launchers, a type of grapnel gun, have been around since the days of Makuta. They're now cheaper to produce, and are available in models able to haul the weight of larger beings like Toa, not just Matoran.

Patero Launchers, projectile cannons powered by compressed gas. The Patero launcher consists of an elastic bladder that is inflated by hand pump, a projectile barrel, and a rapid air release mechanism. This simple launcher can fire lightweight rounds without much accuracy, but over long distances. Only the smaller, handheld type is readily available; the secrets to making artillery-sized air seals still lies with Onu-Koro. Some types of Patero shots include small fireworks, glass-capped Stralix Powder capsules, clusters of bamboo arrows, and even confetti cartridges.

SECTION V. The DasakaDasaka characters are now open to be played! Like other standard species characters in the BZPRPG, Dasaka may be created and played as without the necessity of staff permission. Any Dasaka characters you create in this way, however, must exist precisely within the parameters outlined below. To have Dasaka characters of a more advanced sort, staff approval is required; the process by which to attain this can be found in "C. Petitioning."

A. Required Profile FieldsDasaka character profiles are stricter in structure than the profiles of other species, because there are more required fields. Along with other profile fields you opt to include, these are the requisite fields for Dasaka characters:

Species (Dasaka, Dashi, Datsue)

A detailed description or image (minor note: all Dasaka have various shades of bluish and gold armor)

B. The ListsBelow you will find the lists of species, powers, and masks allowed for Dasaka characters. All characters, unless given explicit staff permission to the contrary, are required to exist within the parameters of these lists. For more information about particular powers, clans, and castes, please see the Dasaka Master Reference Post.

Playable Species:

Dashi – No powers or powered masksDasaka – One Menti Discipline and one mask from the approved list Datsue – One Menti Discipline, no powered masks

Allowable Castes

Menti (warrior-level only)DashiRingtiSaihokoDatsue

CUSTOMIZATION EXCEPTION:You may petition for your Dasaka or Datsue character(s) to hold higher rank within the Menti caste. Instructions on this are found in “C. Petitioning.”

CUSTOMIZATION EXCEPTION: You may petition for your Dasaka or Datsue character to be proficient in more than one Menti Discipline. Instructions on this are found in “C. Petitioning.”

Allowable Dasaka Kanohi:All masks on the list in SECTION III (except for the Kanohi Matatu) may be used by Dasaka characters.

CUSTOMIZATION EXCEPTION:Customized masks are allowed – however – they MUST be reasonably powerful, balanced, AND be approved by Staff before use.

Only one mask is allowed per character. No multiples, no Suvas. Period. Even if staff decides to give a certain character a more powerful mask as a reward or gift in response to some event or contest, that character must abandon their previous mask to use the new one. Should you decide you want to change masks, such a practice is permissible. However, the transition must happen feasibly In Character, and be immediately edited into your character's profile to avoid an illegal duplicity of masks.

C. PetitioningThe above lists and whatnot outline what is acceptable for Dasaka characters that DON’T require staff approval to be created or played. However, there are other, more advanced possibilities for Dasaka characters available to you as players, which DO require staff approval to access. The process by which one seeks approval for advanced Dasaka options is called “petitioning,” and the instructions on how to do it are found below.

Some basic guidelines:

In some cases, profiles submitted for petition may not be posted here prior to their verdicts. Be sure to check under each type of petition whether or not this rule applies. When it does, the “character” you’re submitting isn’t really a character yet; you’re petitioning instead for the right to make a character that’ll receive the perk(s) in question.

You may petition on the behalf of more than one character at a time. If you’re doing this, though, please do me a favor and put it all into one PM.

You may also submit more than one petition for the same character. If you do this, I will pass separate verdicts on each of your petitions.

In almost all cases, you can opt not to pursue the creation of a character after a petition you submit for them has been denied. The exception to this is a Gender Petition; more details in the section on Gender Petitioning.

Petition PMs must be sent to Nuju Metru, and his verdict on them is final. If my verdicts are abrupt, it’s because I probably have a lot of them to sift through, and you mustn’t take it personally. Defiance of, or even attempted debate of, a verdict that doesn’t go your way is prohibited.

Here’s what you can petition for.

Caste Petitioning

You may petition for your Dasaka or Datsue character to hold a higher rank in the Menti caste. You can request to have, say, a Toroshu character, or for your character to perform a special duty for the Rora, or whatever else you can think up. To petition for a more advanced societal rank, your PM must include what rank/duty you would like to have, and a brief statement about why you want that position for your character.

If I feel that I need more information, I will ask questions; more likely, I’ll just say yes or no, and that’ll be the end of it. Your petition will be considered on its own merits/originality, and upon your skill and responsibility as a player. Petitioning characters CANNOT exist in the Profiles Topic prior to their petitions.

Clan Petitioning

You may petition to begin a new Dasaka clan. This type of petition must come with a Caste Petition attached to it, because somebody will have to play as the Toroshu of the new clan, and who better to lead it than its founder? To petition to lead a new clan, your PM must include a Caste Petition, a 1-2 paragraph description of the clan – including its characteristics, social position, and other details of note (size, home, backstory, etc.) – and a brief statement about why you want to make and lead a new clan.

If I feel that I need more information to reach a verdict, I will ask questions. If your claim is granted, your new clan will be listed in the Dasaka Master Reference Post, and other players’ characters will be able to join it as they wish. Your petition will be considered on its own merits/originality, on how necessary I see the clan you’ve envisioned as being to Dasaka society, and upon your skill and responsibility as a player. Petitioning characters CANNOT exist in the Profiles Topic prior to their petitions.

Menti Discipline PetitioningYou may petition for your Dasaka or Datsue character to be proficient in more than one Menti discipline. In Kentoku Society, multidisciplinary training generally comes along with a more advanced rank, and so a Menti Discipline Petition can oftentimes go hand in hand with a Caste Petition. It’ll be easier to get this kind of petition passed if you’re only asking for one additional power. To petition for additional Menti abilities, your PM must indicate how many bonus disciplines you want your character to have, and briefly describe the coolest combo attack you could possibly imagine doing with this extra power.

If I feel that I need more information, I will ask questions; more likely, I’ll just say yes or no, and that’ll be the end of it. Your petition will be considered on its own merits/originality, and also upon your skill and responsibility as a player. Petitioning characters CAN exist in the Profiles Topic prior to their petitions.

Gender PetitioningYou may petition for your Dasaka character to be male. The Gender Petition functions a little bit differently than the other petitions listed above, though; rather than being based on merit, it’s based on sheer luck. To petition for a Dasaka character to be male, your PM just needs to say, “Roll my Dice.”

Once your petition has been received, I will simulate the 40:1 female-to-male Dasaka birth ratio with a random numbers generator, which will spit a random integer from 1 to 41 back out at me. If the generator gives me the number 1, I will inform you that your character may be male; if I get any other number, I’ll tell you that your petition was unsuccessful.

Though each player may possess a maximum of ONE male Dasaka character, you may submit multiple characters at once to be Gender Petitioned, to better your odds. However, you won’t be able to keep trying your luck against the random numbers generator without some consequences. Any character that you submit for gender petitioning, whether or not that petition is successful, MUST be subsequently created, added to your Profiles Post, and played as IC. I’m enacting this policy both for the maintenance of realistic Dasaka gender ratios and to dissuade you from bogging me down with hundreds of Gender Petitions at once. If you want to submit 41 characters to me to be Gender Petitioned, that’s fine; however, you’ll be expected to follow through on all 41 characters.

Players who have had Clan Petitions approved will be given better odds in Gender Petitions; if the random numbers generator gives me a number 1-5, rather than simply a 1, then a male character credit will be given. Because of Dasaka societal norms, new male characters will be allowed to choose up to two Menti disciplines without the necessity of submitting a Menti Discipline Petition. Petitioning characters CANNOT exist in the Profiles Topic prior to their petitions.

Staff/Canon CharactersName: ZaktanSpecies: Skakdi of AirAlignment: Self-serving leader of the PirakaGender: MaleAppearance: At a glance, Zaktan looks like any other Skakdi, though perhaps a little meaner, sharper, and shorter. His dark green armor is accented with sandier shades of green, and some robust gold; his sharp fingers frequently steeple when he thinks; his vindictive smile, when it appears, is permanently set to “sneer;” his glowing red eyes move with deliberate slowness; his flat feet give him a somewhat duck-like stride that belies his quickness and balance. A longer look, however, would immediately reveal Zaktan’s difference from others of his species. At all times, he seems to be subtly flickering, as if captured on a film slightly grainier than reality. Zaktan’s body and blades are, in fact, comprised of billions of microscopic creatures called Protodites. The Protodites, each of which contain a fraction of his consciousness, are unable to stay completely still, thereby causing this unnerving appearance. When Zaktan speaks, it is as though a swarm of insects, rather than a single voice, is buzzing in discordant tandem to relay his words. Weapon(s): Zaktan’s main weapon is a golden Three-Bladed Scissor. Because the blade is made up of the same Protodites that comprise his body, Zaktan is able to maneuver the scissor blades with the masterful dexterity of a second set of fingers. The weapon can cut through nearly anything; the blades’ edges can be as small as one or two Protodites thick. The butt end of the Three-Bladed Scissor is a pair of vice-like tongs. Zaktan is also armed with a Zamor Launcher, which he loads with the Piraka’s virulent yellow-green “jitter spheres,” Zamors filled with a powerful, hallucinogenic fear gas. Repeated exposure to the fear gas has made Zaktan, like the other Piraka, immune to it.Powers: Zaktan, being a Skakdi of Air, has limited powers over the element of Air, which he can use only in conjunction with another Skakdi. He also has powerful laser vision. More strangely, Zaktan possesses the unique ability to dissolve and reform into the Protodites that comprise his body at will. Because of this mutation, Zaktan can dissolve into a flying swarm of Protodites, absorb kinetic energies almost flawlessly, and “dodge through” blades and projectiles. Traits: Zaktan is a genius. Of course, this is not to say that he calculates flawlessly, or is without occasional lapses in judgement and missteps; he has made enough of those to count on his fingers, and he loathes their memories. Nevertheless, Zaktan is without many intellectual rivals, even when compared to others who claim genius status. His mind seems to function on a different plane, or in an alien place, as he is very distant from normal channels of thought. This makes him appear - accurately - aloof, detached from those around him, and carelessly ignorant to the needs and motivations of others, unless these can serve him. He confides in no one. Zaktan’s intellect makes him cold, mysterious, and bizarre; paired with his ruthlessness and hunger for control, he is an aberrant, frightening presence. Though none of the Piraka will admit it - least of all to one another - they fear Zaktan. He is impossible to understand, and his rare fits of rage appear to them without cause, though they are always dangerous. It is known to the other Piraka that Zaktan sometimes confers with voiceless presences when he is alone; though this could be a facet of tightly channeled madness, they suspect it is something more. Biography: As of yet, unknown. Weakness(es): While Zaktan is able to dodge most attacks by partially dissolving into Protodites, quick enough strikes can catch him off-guard and damage him. Zaktan is also more susceptible than normal beings to mental attacks (these freeze his whole body, as every Protodite of his being is assaulted simultaneously) and to certain sonic frequencies.

Name: KunoSpecies: DasakaCaste and Clan: Menti Caste, Clan FursicGender: MaleAppearance: Kuno, when wearing his set of elaborate crystal armor and his heavy, ruby-red mantle, looks every inch the part of Fursic First Son. He stands proudly, seemingly even taller than his normal stature; the masterful patterns of his armor catch the light, and his velveteen cape ripples majestically in his wake. Without his ceremonial garb, though, Kuno loses much of his splendid appearance. Admittedly, he looks healthy enough, he is tall, his armor is rich shades of navy and gold, and his posture couldn't be better; despite all this, the unadorned Kuno still manages to look unremarkable. His face is neither handsome nor ugly, and it rarely breaks into a smile. He is prone to stillness, and his amber eyes, if unoccupied, tend to stare in a surly-seeming way. Weapon(s): Kuno only has one physical weapon: his crystal-bladed sword. This is of highest quality make - befitting for the First Son of such an ancient clan - with an ornate hilt into which traces of metal are woven. Kuno always wears the weapon at his waist, but this is more for ceremonial effect than anything else; it's part of his uniform. He isn't a highly skilled swordsman. Mask: Kanohi Iden, the Great Mask of SpiritPowers: Kuno is adept as both a Sighteye - wherein he specializes, most unusually, in creating odor illusions - and as a Willhammer, whose mental projections tend to manifest in the minds of his targets as water. He also wears a Kanohi Iden, the Great Mask of Spirit, which allows his conscious soul to leave his body at will. It's common knowledge that if Kuno isn't visibly in a room, he could very easily still be there; this always tends to spook people. Traits: There are few things that stir Kuno to visible emotion. Superficially, the Fursic First Son embodies the Dasaka masculine ideal: he seems stoic, powerful, composed, dignified, and pridefully conscious of his station in society. Beneath the surface, however, Kuno's feelings and desires - intentionally unregulated when he was younger, and now repressed by habitual social paranoia - whorl with surprising, secret force. Eddies of negativity color everything Kuno thinks and does; He tends to fixate on his defeats and shortcomings, and blames himself almost exclusively for them. Kuno is, perhaps, happiest when he's in pursuit of definite goals. Winning means everything to him. Biography: Kuno is the Fursic First Son, and he has been all his life. There was a generation - directly following the most recent Fursic coup, and a subsequent slew of executions - when Kuno's clan had no males, so when he was born, he automatically assumed the title of First Son. Ever since that day, Kuno has been raised to play his part, which he's done - at times resentfully, at times minimally, at times proudly - as well as any First Son could. Kuno learned quickly during his time at the Yards, and just as fast during his real education: in the Rora's court. Most of the time, Kuno lives on Sado, where he either lazily engages in or spies on imperial court proceedings. Weakness(es): Kuno is practically unable to physically defend himself while using any of his powers, just based on the nature of those abilities.

Personal Characters

Name: GrokkSpecies: Skakdi of GravityAlignment: Mercenary, with a tendency towards badness.Gender: MaleAppearance: Dirty-brown and black armor, lanky, clawed hands and feet. Wears an over-the-shoulder satchel in which he holds his ammunition. Has a spiraling green tattoo over one eye. Very white teeth, sharp canines. Grokk’s armor is scratched and dented all over, due to a casual disregard for minor injury.Weapon(s): A Zamor Sphere launcher with extended magazine. The weapon has become one of his self-professed best friends, and he has mastered it with extended usage. The sphere types which Grokk possesses are:- Containment spheres: One of his favorite and most versatile shots, containment spheres are a unique tool of Grokk’s. Dark blue in color, when they strike a target, these spheres will form a solid, shock-absorbing bubble around it. They are useful prisons, but also serve as shields, which Grokk can use on himself if he needs a quick defense (or salvation from a long fall). The bubbles will lose power progressively after formation, but are susceptible to far quicker dissolution by means of strong acids or intense heat.- Acid spheres: Primarily in his possession as an anti-Containment Sphere, these strongly acidic shots are also useful in corroding metal locks or the armor of enemies.This weapon was licensed by Friar TuckPowers: Grokk, being a Skakdi of Gravity, has limited powers over the element of Gravity, which he can use only with another Skakdi. He also has Impact Vision, which allows him to hit his foes with a powerful, invisible blow. Aside from these, Grokk has no other special powers – however, he has some other natural gifts. Grokk is extremely agile, able to leap and vault over obstacles in his path, and dodge attacks both ranged and melee with ease. He is unusually observant, too, with a developed gut instinct about when he’s being followed or watched.Traits: Grokk is characterized by his thoughtless motor-mouth. He is constantly spewing gags, taunts, and other one-liners, even (or especially) in moments of tension and combat. He is self-centered and selfish, with practically no moral compass. Grokk is clever, sly, and slippery both in personality and in physicality - he is difficult to imprison for long, or to hold in one place - but he can also be impulsive and careless in the heat of the moment. Grokk deeply enjoys the sensations of empowerment and the surge of adrenaline that he gains through crime and violence.Biography: Somehow, he wound up on Mata Nui. Grokk is unsure as to how or why, and he has very little recollection of his previous life (so he says, and for all intents and purposes, this is true; he sure as karz won't tell you anything else).Weakness(es): Grokk is not resilient to most forms of powers, among those elemental, mental, etc., being used to fighting by physical means. He's also not a great swimmer.

Name: NihiSpecies: DasakaCaste and Clan: Menti Caste, Clan EiyuGender: FemaleAppearance: Nihi is of about average height for a female Dasaka, and is of athletic build. Her long, strong legs are attached to jaunty hips, which lead into a slim waist. Her toned arms and shoulders hang from a prominent collarbone, above which a long neck supports her face. Nihi is pretty enough, with big eyes, a small nose, and a square jaw, but always looks vaguely haunted. Her Menti's musculature lends her decent posture that lacks the regal confidence of the upper classes. Her hands tend to fidget. Weapon(s): Nihi wields a long wooden staff, hardened by fire but still flexible. Mask: Kanohi Rau, the Great Mask of Translation.Powers: Nihi is a proficient Mindarm. Her mask power lets her understand almost any written or spoken language in the universe. Traits: Nihi can be hotheaded and impulsive, though she is also extremely self-critical. She believes strongly in the righteousness of the Dasaka and in the structure of society, especially relative to the culture of Mata Nui. She's extremely passionate about what she believes in. Biography: Nihi was one of the first Dasaka to voyage to the island of Mata Nui. She was picked for the journey because her sister, Nachi, was driven insane by the Piraka, and Nihi sought revenge. On the Kentoku Archipelago, Nihi works as a night guard of the docks. Weakness(es): As a mindarm, Nihi tends to burn out quickly in combat. She also tends to freeze up in moments of emotional catastrophe.

Name: Taioma

Species: Vortixx

Alignment: ?

Gender: Female

Appearance: Taioma looks nondescript in the most literal sense. She is often mistaken for somebody else.

Powers: None

Technological Items: A dysfunctional short-range communication device; a portable, round "holo-bank" loaded with pieces of visual data. These pieces of technology were approved by Krayzikk.

Name: Rayuke(ray-OO-kay)Species: DasakaCaste and Clan: Menti Caste, Clan UmbralineGender:MaleAppearance:Even by the standard of males, Rayuke is extremely large, being about a half-head taller than everyone else and bulky with muscle. His broad shoulders, rounded a little by the stress of too many years, are nevertheless imposing; his hands, strong and rough by years of manual labor, have a certain gentleness to them; his face, routinely stern-set, too rarely imparts the gift of its smile onto the world. He's very much at ease in his body, and all recognize in his relaxed stance and peak physicality the body of a warrior who has not devoted reckonable time to the ways of the elite. Something about Rayuke's quiet, powerful presence has the effect of quieting those around him and easing tense situations.

Weapon(s):Rayuke bears a massive, ancient broadsword forged of metal. The weapon's origins are unknown, but it has been the tool of the Imperial Executioner for all memory.Mask:Kanohi Rode, the Great Mask of Truth.Powers:Rayuke is one of the few Battlemasters on Kentoku; he is proficient in Willhammer, Mindarm, and Soulsword disciplines. Rayuke's Soulsword is a simple pickhammer, which he mastered during his time in the crystal mines on Iki, and now chiefly employs when he makes sculptures.Traits:Rayuke does not take pleasure in his role as Imperial Executioner, but he would never dream of shirking his duty. Beneath the layers of calloused memory, of countless heads falling to his blade, Rayuke is a soft soul, a would-be artisan, not a warrior; he finds respite in quiet acts of creativity, when he has the time, which isn't often enough for his tastes. Immensely careful and deliberate, Rayuke does not make assumptions when he passes judgement or even speaks; the same immaculate care and dedication are what have allowed him to pursue proficiency in three Disciplines of the Mind. Defense of Order is Rayuke's first priority.Biography:In his youth, Rayuke killed a Dasaka noble when she insulted the honor and stature of his sister, Yusanora, the First Daughter and at the time the Chojo (Heir Apparent) to the Empire. This proved two things: one, his devotion to family and honor, and two, that he was extraordinarily easy to anger. The Umbraline matriarch at the time saw fit to send him to work with the Dashi as punishment, where she hoped he might learn to cool his temper. While there Rayuke was taught to be a Soulsword miner, and in years' repetition of physical labors, he learned to find peace and banish his rage from himself. When Rayuke became the First Son of Clan Umbraline by proxy upon the death of next-eldest male, he was ushered back to Sado to assume his new duties. Upon Rayuke's return, the rest of his clan marveled at his levelheadedness, and the Rora presented him with the duty of Imperial Executioner, a position that while he did not want, he accepted because it was his duty.Weakness(es):Aside from the weaknesses of his disciplines when they are in use, Rayuke will do anything to prevent the death of innocents. He cannot stand idly by in times of crisis, regardless of the danger to himself.

Appearance: Similar to Toa Lhikan, his primary color is a rich red with dark gold accents. Tall, built, muscular and athletic on a lean frame, his former bodybuilding and physical training for Kohlii translated perfectly during his transformation from Matoran to Toa. While built he is not large by any means, though his physique is that of a near-perfect physical specimen, and he works hard to keep it that way.The most noticeable feature however is his brilliant blue eyes; it's as though someone stuck an overcharged lightstone into his skull and it's shining out of his sockets. They never used to be like this - when he became a Toa of Light temporarily his eyes glowed then, but after he lost the power the glow still remained. In fact, it's been observed that the intensity will change depending on his emotional state, giving proof to the idiom "The eyes are the window to the soul".

Since fulfilling his role as vanguard for the Toa Maru he has a new set of armor that strikes a perfect balance between protection and flexibility. Light, yet durable, it favors smaller pieces over bulky plate. The chestplate, shoulder- and thigh-guards are golden with thinned silver framing along the edges, while the bracers and shin-guards are primarily silver, with in an inset strip of gold running the length of their center. His Kanohi Kakama reflects this change in color as well and is now golden as well instead of the standard red.

Weapon(s):

Crystal Flamberge: The flamberge has a sturdy, elegant metal hilt – a basic T-shaped crossbar, an unadorned ovular pommel, all crafted out of smooth lines – but what is remarkable about the weapon is its transparent, rippling blade. The blade suits Joske perfectly, as though it was made for his arm. The blade looks like it is made of glass, and its edge is so sharp that it almost disappears into the air. The seemingly smooth surface of the blade is actually comprised of exceedingly minute flat polygons that bend so subtly that their edges are imperceptible unless closely examined. Inside the blade, there is a tiny crevice, an angular-looking air bubble; it is the sword’s only flaw.

Disk Launcher: A gift given to Joske by the late Turaga Vakama. A very ornate weapon - polished metal, extreme detail, and complete with fire-inspired etchings - it is also highly accurate, being of the finest craftmanship. Perhaps an odd gift for a former Kohlii player, but it proved its worth in versatility during the course of his last adventure. It could have been used to channel his fire powers (but he never did) as he preferred to manifest his power in other ways. It also was used as a jetpack that was triggered by his thoughts (but this function is no longer usable since the loss of his powers).

Mask: Kanohi Kakama

Element:None?

Traits: Joske is no longer the headstrong, overconfident Toa with a powerful hold over fire that he once was. He has now lost his elemental powers, but not the ability to use masks. He is much wiser than he once was, having lived through the challenges of finding the Temple Crystals and facing Heauni (not once but twice), but is still an overbearing optimist. He remains as quirky as ever, ever in good humor and face-paced lifestyle. Thanks to Angi he now thinks a little more before he acts, but he still remains fairly impulsive and due to his mastery over his mask has a very act-now mentality. Intelligent, smart, quick, occasionally overbearing, and with the heart of a lover he is definitely one of the more romantic if not charming and uplifting toa on the island.

Biography: Born and raised in Ta-Koro, but as a matoran spent half the time away either competing in the Kohlii arenas or relaying messages for Jaller. This left his Guard duties often lacking, but with the fame he brought to Ta-Koro with his playing abilities, as well as one of the few matoran who could get messages across the island quickly, it was often overlooked. After his transformation, he was involved in a quest to aid the Wanderer's Company to gather the Temple Crystals and unlock the Keeping Place that held masks of great and legendary power. Over the course of the adventure he made some new friends, a couple of enemies, and fell in love with a Ga-Toa healer named Ceal... only to be to late to save her from his prophesied foe Heuani. Eventually he defeated the Shadow Toa in combat, briefly becoming a Toa of Light to do so thanks to his own legendary mask. The price however was great, for once his reserves were used up the mask was destroyed, never to be used again. In a final effort to salvage what was left of his wits and life he sacrificed much of his powers and abilities to bring Cael back from death, proving once and for all the unbreakable bond and power of true love and the ability for good to triumph over evil. The two of them are now a couple and currently working to sort out their new life together.

Weakness(es): Ice and Cold. Despite having no elemental powers he has retained the physical weakness in that regard, as well as being one of the few elements that can slow him down due to temperature. Has a deep attachment to Cael and if forced to choose he would save her over most other options.

Edited by Friar Tuck, Sep 06 2014 - 03:07 PM.

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Living large... likeclown-shoesize large. Complete with nose, rainbow-coloredhair, and a bottle ofseltzer water.

Name: Sulov MaruSpecies: Onu-ToaGender: MaleAppearance: Sulov is firstly a mountain. In height and girth, he pushes the limits of his race's form. This mass is compounded by its linear quality. His shape is made of hard angles. In conjunction with an upright posture and chin held up, he is as straight as a blade.He wears a sleeveless, black cloak with a hood and a high collar, all comprised of ceramic mail. The cloak is additionally armored with segments of ceramic plate and insulated with alternating layers of hikaki scale and ice bird feathers. Its side pockets hold his grenades and prosthetic shovel blade. Sulov's waist is wrapped in an adaptable belt, his sheathed szabla and knife hanging at his left hip and his holstered pistol at his right. Over his chest is a harness-like pair of muaka-hide belts, which strap a scattergun and rahkstaff to his back. His feet are covered in muaka-hide insulated by the same layered materials. His hands are also in ringed ceramic gauntlets. Beneath this is the black plate armor he developed during his transformation, which is designed to deflect physical attacks.Like his plate armor, his Kimi is military-grade and curved for maximum protection against blows. It provides an excellent field of vision. Its jaw is square and robust. His cheekbones are also linear and taut. His eyes are a brilliant emerald and vigilant.
His voice matches his appearance in cavernous depth. He speaks unaccented and with a practiced smoothness.In demeanor, Sulov is stoic and resolute, intimidatingly keen. Combined with his angular and puissant physique, he is sharp and fine as a knife to the senses. This image is wont to inspire fear or attraction depending on the desires of the viewer. Yet that doesn't represent the complete picture. In Sulov's graceless manner, size, and alertness, he suggests a vitality incapable of being shackled and a man larger than himself. His form was not chiseled, but grown; his growth continues unrestricted by his body's limits, so he channels his vim through his mortal self to an extreme point and aesthetic unlike pretty, human beauty and feeling. This enhances the steel of his action to a font of valor at his inscrutable surface. A rising black sun, then, would be the more common image he calls to mind, though he mirrors infinite phenomena of similar natures.Powers: Sulov has control over the element of Earth at a powerful toa's level. He also can utilize the Kanohi Kimi.

The [sic] Kahoni Kimi allows the user to track people or objects. These people or objects must have been pre-marked by the user ahead of time through direct physical contact, but once that contact has been established, the user can thereafter know exactly where the object or being they seek is. This location is summoned voluntarily by the user of the mask; they have only to think of what they want to find, and they will know where it is. A caveat of this mask is that it can only hold a limited number of items in its "database", and that objects marked longer ago will be forgotten faster, and become harder to locate as they age.

Abilities: As an Onu-Toa, Sulov has great strength and night vision. These traits are only enhanced by his natural physique and the strenuous hunters' work he occupies himself in such a way that he can function nocturnally with ease and has a physicality peak for his race, being extremely fast and strong. His armor gives him great endurance as well.Weapons/Equipment: (10) Grenades-The Onu-Toa keeps a stock of photothermic grenades of ceramic shells for manipulation and enhanced shrapnel. They are of the two-piece cylinder design invented by Stralix and can be twisted for detonation.
(1) Ceramic Szabla
(1) Ceramic Dagger
(1) Scatter-Patero
(1) Sanorahk Staff(1) Adaptable belt-a belt that changes its composition to guard against physical and environmental extremes. [Looted from Billetes; approved by Nuju Metru, 2014](1) Leum Astolc 54-a semiautomatic revolver with ten rounds a pack and accompanying rounds possessing maximum velocity. It and its ammunition are built of ceramic. [Looted from Billetes; approved by Nuju Metru, 2014](1) Armor-coat-ceramic mail that further increases durability and resistance to extreme temperatures at the cost of some agility.(1) Shovelhand-the weapon half of Sulov's Toa Tool, a protosteel spade-blade that can be screwed into the socket of his "shovelarm." It serves as a prosthetic when the socket is not filled with an earthen hand.Weakness: Short of polarized ceramic lenses, Sulov's vision in regular lighting is poorer than usual. He's also not agile in two layers of armor. Last, the weakness of plate armor is the joints.Other Possessions: -Earth prosthetic wrist and handBio: Sulov is widely known to be one of the Toa Maru and a former matoran of Onu-Koro. However, little is known by the public of his past as a resident or of the nature of his Kanohi. In the aftermath of the Second Battle of Kini-Nui, he kick-started his trailmix business. He simultaneously built dwellings for himself across the island and obtained weaponry using his widgets. He now works in tandem with the Onu-Koro Ussalry as Guardian of Onu-Koro and a bounty hunter when not producing new mixes.

Name: Reidak "the Tracer"
Species: Onu-Skakdi
Gender: Male
Alignment: Chaotic Darwin
Appearance: One bad man.
Powers: Reidak may control/aborb/manipulate Earth at a Toa level in conjunction with other Skakdi. His Vision Power is infrared and thermal imaging. Additionally, Reidak possesses a limited variant of Adaptation. Subsequent to each defeat, he will acclimate to the method by which he was defeated.Adaptations: 1. Immunity to fear (from exposure to Jitter Spheres)2. At-will cutaneous respiration (from being thrown into water)3. Resistance to cold (from staying inside the giant squid's preservative organ)Abilities: Reidak has a truly exceptional constitution, being endowed with abnormal durability and power--the latter being further enhanced by his element of Earth and Skakdi race. His agility and speed are also heightened by his lack of real armor. As such, he enjoys immense strength, endurance, and speed unrivaled among the other Piraka and almost all beings. He also has a great deal of skill in the art of tracking. These traits together allow him to act as an excellent hunter.
Weapons/Tools: (1) Buzz Saw-A custom buzz saw mounted on a long haft. Its reverse end is a drill. It may uniquely turn solid ground into quicksand.
(1) Zamor Launcher-The standard zamor launcher armed with the Piraka's jitter spheres.
(8) Photothermic Grenades-Grenades of Stralix' design in two pieces that can be twisted to explode.
Weakness: Reidak tends to focus on offense, not defense.
Other Items: -Tentacle of enormous cephalopod Rahi
-Satchel
Biography: He fled the Kentoku Archipelago for his crimes with the other Piraka and now resides on Mata Nui.

Name: Zmija Lys'Fagas
Species: Fe-Toa
Gender: Female
Appearance: Zmija is always wearing something over her armor. She has currently taken to wearing a black hoodie and sweatpants in particular. On her hands are a pair of fine muaka-hide gloves of black; on her feet are two equally shaded sneakers. The only bit of Zmija thus visible is her kanohi: a protosteel Hau with two hazel eyes (the left lensed). Zmija is quite pretty, if not an immediate knockout. Strapped to her back by means of bandages is an object as tall and wide as her embalmed in such fabric as well.
Abilities: Zmija is an excellent mechanic. It is unknown what other abilities she has if any.
Powers: Lys'Fagas has the element of Iron at a toa level-she can control, absorb, and manipulate it. Her skill with this is unknown.
Zmija's mask is the Hau, allowing her to shield herself from attacks she can see. [Rehn Hunt Reward]
Equipment: Zmija's bandage-wrapped object is a mechanical toa. It remains to be seen how this can be used.
Weakness: She is ill-suited for direct combat, neglecting physical power or speed in favor of the mastery of her powers.
Other Possessions: -Hoodie
-Gloves
-Bandages
-Sneakers
Alignment: True Neutral
Personality: Zmija is quite shy and rarely ventures from her clothes. She is wont to flirt with men who catch her fancy, however, by displaying this shyness extravagantly-leading some to suspect that she is merely manipulating those very men for her own pleasure. She also appears to have a fascination with machinery of any kind.
Bio: From Zmija's name and appearance, it can be deduced that she came from Ta-Koro and lived fairly well-off before she was captured and served as a slave for a week. The present is a bit more defined: She was bought by Doomslayer, freed, and has now come to work on the Infernavika.

Name: Captain Aki Rua Doomslayer The First
Gender: Male
Species: Toa of Plant Life
Appearance: Captain Aki Rua Doomslayer The First is of moderate build for a Toa, his only real difference from the average one in rough size and shape being his bulkier and more muscled upper body. He wears over his armor a black poncho and a belt slung across his left shoulder and returning to his back at his right hip, where he has strapped on a canvas backpack and accompanying tubular contraption parallel to it on its left and a sheathed sword parallel to it on its right. On his front, however, Rua has strapped a recurved and compound machine crossbow and six magazines of quarrels alongside a sheathed kukri. His hands and feet are covered in black rubber gloves and slickers, respectively. The Captain also wears a faded bright black beret with a cap badge of a sapphire shaped like a five-pointed star shoved to his left. His mask appears to be a glossy pitch-black Calix with two midnight blue eyes staring out from it. Aki's armor, plate in style and ceramic in make, is also colored glossy pitch-black and is always shining clean.
Powers: Doomslayer can control/absorb/manipulate any and all Plant Life at a Toa level, though his primary skill with this power lies in manipulating the subelement of Oil.
The Great Mask of Sensory Aptitude heightens all five of his major senses and balance.
Abilities: As the Captain is a Toa of Plant Life, he is more resistant to toxins than other Toa. This is compounded by his regular consumption of crude meals.
Doomslayer has a degree of training in covert operations in stealth.
Aki has notable grappling skill.
Rua is fast and strong as a result of his regular exercise.
He also has mastered his five weapons.Doomie has a lot of stamina.
Weakness: The Captain generally does not use his powers.
Equipment: (12) Madu Cabolo-Doomie's explosives coated in oil for added flame and traction.
(50) Grenades-Doomie's more advanced explosives of Stralix' design, also coated in oil for fire and stickiness.
(1) Grenade Launcher-The Captain owns a primitive grenade launcher. It can fire one grenade at a time over a long range and is fairly accurate.
(1) Repeating crossbow-His repeating crossbow recurved and compounded for more power, and shoots one of the ten-quarrel magazines Aki wears in fifteen seconds. Although it is not as powerful as a regular crossbow, its fire is still powerful enough to pierce armor. Each quarrel is tipped with protosteel for extra piercing power, as well.
(1) Kukri-Aki Rua owns a protosteel kukri of medium size that has been edged with rena ore. It can be thrown or wielded in close combat.
(1) Snakebite (foreign technology, approved by Nuju Metru, 2013; taken from the Angler): dual-barreled pump-action shotgun. The wooden stock is made of ironwood, the bore of brush-coated steel in gold. Each casing contains shot soaked in an infectious, disease spreading poison which slowly kills the victim long after the shot has been removed.
Personality: The Captain is a total child.
Bio: Doomie is currently working as a mercenary aboard the Infernavika.
Other: He also owns a ukulele and plushie figures of various people aboard (or formerly aboard) the Infernavika. He also believes his element to be Earth and his kanohi to be a Great Matatu.

Name: Gyn Kirsug
Species: Toa of Crystal
Gender: Male
Appearance: Gyn wears a belt bedecked with cartridges and a holster over plum and black armor. He additionally wears a plum cape appearing to be weaved of Fikou web, sheathed saperka strapped beneath it. His kanohi appears to be a plum Great Hau and eyes pure gray. Gyn's Toa state is not evident: he merely looks like a well-built matoran. His armor has many scars, but they are all noticeably small.
Abilities: Gyn is proficient in the use of most weapons, having applied them all at various points in his career. His aim is particularly good.
He was trained in stealth and still retains moderate skill.
Kirsug possesses considerable resistance to piercing and cutting due to his element.
Powers: Gyn has Toa-level control of Crystal. His mask is really a Great Matatu.
Weapons: (1) Crossbow-Gyn wields the standard crossbow-an innovation by ingenous Onu-Matoran inventors which he has learned to use well in the past few years. It is folding-and-swivel-mounted on his ussal's shell so that he can fire from his riding position easily, but may be taken off. The bolts are protosteel-tipped to make up for its weakness compared to the average crossbow and kept in three sixty-bolt cartridges, all on his Ussal.
(1) Patero-Gyn owns a handheld Patero launcher. Its typical ammunition is one of his many grenades.
(1) Saperka-Kirsug also wields the usual protosteel-blade, bamboo-shaft saperka. It is perfectly balanced and sharpened for use as a shield, battleax, and throwing/stabbing blade...Not to mention it doubles as a normal entrenching tool. It has been edged with rena.
(1) Lance-Gyn uses the standard lance of his regiment for charging. It is long and thin with a plum lance pennon.
(19) Grenades-Kirsug reserves a stock of photothermic grenades of Stralix' design for his use. Their two-part cylindrical shells are made of crystal.

(1) Watch and chain - a protosteel pocketwatch of a fine chain. If its crown is turned one rotation clockwise, the watch will emit a spherical field of diameter equal to 3/2 its wearer's height. Kanohi powers that would take effect in or regarding the contents of the field are suppressed insofar as their perception or change of the field's contents has no effect. For example, the bearer of the activated watch could not be strengthened by his or her own Pakari, nor detected by another's Arthron. However, as the watch only nullifies the efficacy of a mask and not its use, the bearer's Kanohi could still affect the region outside the sphere; a Matatu-wearer using the watch could manipulate an object not in the field, and a Hau's shield would exist in every non-suppressed place. This function can only be maintained for one hour, and though it can be conserved by returning the crown to a neutral position to deactivate, it is only after that hour is up that its six-hour recharge period may begin. (Approved by Krayzikk)
Weakness: Kirsug's internal parts are weaker to blunt trauma than usual as the tradeoff inherent in his element.
Other Possessions:-Plum cape (heat- and cold-resistant)
-Rations for one week (kielbasa and bula beer)
-Lightstone
-Volo Lutu launcher-Saddle -Bags -Lamp with filter -Headlight-Motu, his Ussal
Bio: A former Regiment Commander of uncounted years in the Ussalry, Gyn's experience gives him an avuncular bearing. He is renowned for his combat prowess and tactical ability, a veteran of the force's flawless performance in the Nui-Rama Hive Assault and a Rahkslayer twice over. Yet his genuine emotion keeps it from going to his head. Confident, humble and warm, Gyn has served as a spokesperson for the Ussalry on more than one occasion, and if there's one man in the force guaranteed to lend a sympathetic ear to someone on hard times, it's him. Recently, his magnanimity extended even to now-Colonel Leli, rescuing her after her near-death in the Rahkshi Attack and taking her in. His random acts of kindness are as prolific as his fortune--word has it that he manages his money well.However, that is only the Kirsug people see. Behind the scenes, Gyn masterminded the exile of Sulov Koskium, supported Kyju and brainwashed Leli, among other deeds of lesser moral quality. He has kept his change of race and powers secret in spite of the relevance of that information to others. He balances his public self between enough valor that he is unquestioned and enough quietness that he receives little attention. To those few who have seen even a glimpse of what lies beneath versus the outward appearance, Gyn leads a double life.
But Gyn would disagree with that definition. He has been led to believe it is otherwise. In his long life, he watched people die for popular morality and kill in the name of a dark god. Both experiences dissatisfied him for reasons he couldn't explain. Then came an epiphany: why must anyone serve anything else? Neither Mata Nui and his principles nor Makuta and his destruction, or anything else on the island, could adequately provide for the happiness of anyone. Adherence to either belief would only mean binding oneself to a kind of external order that could conflict with personal desires. Only each individual could determine what he or she wanted to do with his or her life, and each individual really would, in the end. It was worse than pointless for a sapient being to dedicate its life to external principles, he perceived, it was inhuman. So Gyn decided he would not. Since then, he has lived per his own whim, and satisfied any obeisance to anything else now as a means to his own end.

Name: Gavarm
Race: Matoran
Element: Earth
Appearance: (Sprite by Voxuchro)Gavarm is a young Ussalmatoran clad in the gunmetal gray plate of 7th over his natural black and purple armor. His kanohi is a powerless and stylized Noble Ruru in the form of a helm. His eyes are light chocolate. He keeps his shield, longsword, and saperka on his back, the rest of his weaponry kept on his Ussals. Gavarm is constantly dressed in a Muaka-hide coat. He also wears a small satchel. He is notably slightly below average size for a matoran, unlike most of his element.
Personality: Gavarm loves combat. He is a prime philosopher and scientist, absent-minded but remarkably perceptive. He flirts with meaning in his life as he does with others.
Weapon(s): Saperka, repeating crossbow, stakes, lance, three arming swords, protosteel longsword of rena finish, thirty photothermic grenades, protosteel shield, and Volo Lutu and Patero launchers.He also owns a greatsword which vibrates at extreme frequencies as he wishes, allowing it to cut through most anything. [Rehn Hunt Reward]
Abilities: Gavarm is strong and durable, mainly due to his race and armor, respectively. Training has enhanced these traits along with speed and reflexes, though these latter traits are primarily inherent in his upper body.
Weakness: He's got no powers.
Items: Three iStones, one for his satchel, one for his saddlebags, and one for his hut. As well, he carries a weeks' worth of rations within his satchel, plus a watch and chain.
Bio: Gavarm grew up alongside his fellow Ussalry members, joining the group at a very young age. He immediately fell in love with his work and has been doing it ever since.
Other: Owns an Ussal named Tonui for Ussalry use, as well as a larger one named Aroha for travel.

Nickname: Immaculate "Mac"
Suit Code: 34HW
Pilot: Gavarm
Weapons Customization: Ankles/Feet - 2 retractable crampons
Hands - 2 hands of two claws and a "thumb" claw
Shoulders - 1 artillery launcher and 1 scatter-Patero
Appearance: It's easy to see where Immaculate got the name. She or he--the Exo-Matoran brings to mind gender, but not one specifically--is painted like untouched snow. Mac's smell is of mint freshener, not oil and steel; sound of humming, not clanging. The suit is gracefully constructed given its building period, ever-so-slightly more curved and lean than others of the same generation, and seeming in form to be much more lissome. The weapons of the suit are places where the dream meets the reality, smooth transitions from sloping sides to sharp edges; notably, in place of the standard two shoulder launchers, Immaculate sports a broad artillery launcher where the head would be, and a scatter-launcher at the base of the "neck." Mac's action is likewise supple and speedy, as the suit's frame maneuvers with greater agility than most of his or her kind. If there were ever an Exo-Matoran that could fly, that would be Immaculate.

Name: Naara (last name 'I'Rohu', but not used)Species: Ga-ToaGender: FemaleAppearance: Naara is average in height for a toa, but far more muscled in appearance than usual. Her armor is navy blue in color and her eyes are sea green flecked with copper. Her Kanohi is shaped like a Great Iden. A falcata is sheathed at her waist. Naara prefers to wear a tank top, small backpack, short shorts, and boots made of quilted cotton along with minimal armor. Her right ankle's boot has been fitted to hide a sheathed janbiya. She is highly attractive.Powers: Naara can wield the element of Water at a Toa level.
Her Kanohi is the Great Matatu. While wearing it, she possesses Telekinesis.Abilities: Naara is very stealthy, quick, and strong. She has no small amount of stamina.She's also adept with martial arts and her weapons of choice.Equipment: (1) Falcata-Naara wields a long falcata of protosteel that has been edged with Rena. The center of the blade and hilt is hollow and filled with water.(1) Janbiya-she uses a small, obsidian dagger.(25) Grenades-she packs twenty-five obsidian spheres containing water.(1) Suit-Naara wears boiled and quilted cotton in place of traditional plate armor, trading durability for speed and agility.Other Possessions:-Throwing knife-Sheathes for knife, janbiya, and falcata-Yacht-Harpoon
-Guitar and caseWeakness: Naara is weak to electric attacks. They can travel through her water and also can devastate her limbs, which does not help her to fight.Alignment: Chaotic NeutralBio: Having been abandoned by her school, family, and lover, Naara's looking for life beyond the mundane. [/color]

Name: MarsSpecies: Le-MatoranGender: FemaleAppearance: Mars is average in size for a matoran, though her build is uniquely Le- in its athleticism. Her armor of choice is typically an assortment of dappled, drab colors such as gray or brown. Her kanohi is a muddy Kaukau with a scope and eyes piercing blue. Around her wrists and ankles are wooden bracelets and anklets. Across her back is a similarly-drab light backpack. She wears muddy handwraps and muaka-hide boots.Abilities: Due to her race, occupation, and much training, Mars is incredibly fast and can rival Toa in terms of speed. Her reflexes and agility are similarly high. She is also strong and extremely flexible.Mars is also a stealth adept. Thanks in no small part to her camouflaging and muffling garments, size, speed, agility, patience, and intuition, she almost appears to fade from the senses and is quite unassuming.She is also an expert with her weapons.Weapons: (4) Tomahawks-Mars wields four protosteel tomahawks for throwing and hacking. She keeps two in reserve.(20) Chakrams-She keeps twenty protosteel chakrams of assorted sizes for throwing and slashing. Ten are always kept in reserve.(4) Balisongs-Mars possesses four balisongs, half of which are protosteel and the other half of wooden hilts with obsidian blades, one of which has a rena coat. She keeps one of each in reserve at all times.Weakness: Mars is a matoran and therefore subject to the limitations of a powerless race.Other Possessions: -Hidden sheaths-Two hip-scabbards (tomahawk)-One spine (protosteel balisong)-One ankle (obsidian/wood balisong)-Bracelet/anklet sheath set (chakrams)-iStone-Great Kiril-Rations-Backpack-iStone pocket -Chakram pockets -Tomahawk sheaths -Rations pouchAlignment: Lawful NeutralBiography: Mars is a member of the Special Operations division in the Ussalry, specializing in reconnaissance and sniping. Her personality is balanced between fun-loving and cynical. She likes society and its laws and fights under and for both, but the Maru's fated success has shattered her ideal of freedom in the world and she's not wont to pick up the pieces. Additionally, she regrets a few of her kills. To cope with these stresses, she tries to find enjoyment--whether it be in work,sleep, or stuffing her face. She's adapted to a life of adventure and it shows.Other: Mars' signature is not her name but this symbol.Favorite Food: Cheeseburger

Name: PakaSpecies: De-ToaGender: UnknownAppearance: Paka appears to be a medium-build Toa of gainsboro and snow-white camouflage armor reminiscent of a Rahkshi's in its spines and claws. It wears a mask reminiscent of an Acurahk's head and carries a walking stick, backpack, and canteen. Its gauntlets, unlike the rest of its armor, are heavy.Powers: Pakawields Sonics at a Toa's level and the Great Kanohi power of Quick Travel.Abilities: Paka is quite stealthy and deceptive.It's also good with its weapons.Weapons: (1) Walking stick-A weathered and beaten stick made of fine and durable oak. It is capped in protosteel while its other end has a muaka-hide grip. On very close inspection, it is revealed that the top of the stick can be screwn off to reveal a sword sheathed within the wood that shines with rena.
(6) Throwing knives-Inside special compartments built into Paka's armor are six masterfully-crafted throwing knives.
(1) Canteen-Paka's canteen only has a small compartment for water. The rest is devoted to highly distilled and concentrated madu cabolo extract-a deadly explosive.
(1) Acurahk Staff-Paka looted a staff from the Acurahk it killed. The staff is uniquely shaped like a dual-ended spear with the 'elongated leaf' type of blade and formed of a mysterious and durable metal. While Paka appears not to be as skilled with this weapon as its others yet, these traits have increased his capability with the polearm to the point that its inexperience is almost invisible.Weakness: Paka's armor is light and not built for durability.Bio: Becoming a Rahkslayer in the Le-Wahi skirmish, it is colonel of the Ihu-Koronan Highlanders.

Name:AiriasApperence: A male toa of fire with heavy armor, a mask of shielding, and a custom fire launcher, called the Flare Pistol.Species: Toa of FireAlignment:Chaotic GoodBio:Airias has lived in ta-koro his whole life, and is an avid Kohli fan. He craves adventure, and tends to do things 'for the heck of it '. He has a selfish side, and is very stubborn.After the battle against the Rahkshi in Ga-Koro, he helped with the rebuilding and salvage efforts. He has also become much better at using his Flare Pistol.TakaVortixxTall, similar color scheme to Nanashi.MaleA long sword, Collapsible blade, Cloak, Wrist crossbow.Himself, and his family.Bio: Taka has always been the darker one. It's his nature. But that doesn't mean he can't change.Taka is a very skilled combatant, having once fought as a gladiator. He has been battling Rahi and various people for a long while, and can use all of his weapons to good effect. He has always been driven to be the best he can be, to protect his brother, although he doesn't like to admit it.He praticipated in the Battle of Le-Koro against the Rahkshi, and this has depleted most of his ammo for his Crossbow, and tearing his Cloak to almost shreds, and it now only comes down to his sholders. He also has a scar over the left edge of his mouth.species: VortixxAppearance: tall, wears mostly monochromatic black armor, with some sparse purple on legs and shoulders. Purple helmet.Name: KitaneGender: MalePowers and/or weapons: two daggers,collapsable purple helmet made of metal from the southern continent, Seeing Stone.Alignment: True Neutral(right now)Bio: He has always been the quiet, curious idealist, but now he is forced to interact more and more with his fellow people, something he is not very good at.Kitane has never been very good at fighting, prefering books and science to combat knowlage. He has always had his brother to fall back on, but after the Battle of Le-Koro, they have become seperated. He has a Seeing Stone, which allows him to see fragments of future events, but he is not very good at it, and it rarely works. Doesn't mean he won't keep trying

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"Go beyond the impossible, and kick reason to the curb! That's how Team Gurren rolls!"

Mask: Kanohi Ruru, Great Mask of Night Vision (Shaped like Mask of Charisma)

Weapon(s): Battleaxe, Dao (Chinese Sabre)

Appearance: Arkrak's armour is a combination of dark greys, grey and white. The only exceptions are his arms, which are purely black, as to hide the dust that he used to deal with during his sculpting career. His eyes are an icy blue, exuding an aura of attentiveness and geniality behind his grey mask. A slight marking can be noticed from a close distance on his chest, a remnant of the time he was stabbed.

Personality: Arkrak is slightly stranger than most. He normally projects a cold demeanour, which is sometimes thrown away to show his more fun-loving side. However, these days he is somewhat more cynical, and wonders why his life is terrible.

Bio: A former sculptor from Ko-Koro, Arkrak has settled down underground in Onu, where he sometimes helps with his best friend’s “detective business” and cooks for his innkeeper girlfriend. While he has left his trade behind, the Toa of Sonics does dabble in the artistry scene of his new home from time to time.

Weaknesses: Arkrak is lacking in the element department, meaning that he has less energy than the average Toa. It disadvantages him in long and tiring fights, as he attacks mostly with his power.

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Name: Prei (Doughnut Guy)Species: ToaGender: MaleAlignment: Lawful GoodPower(s): Elemental Power of GravityMask: Kanohi Volitak, Great Mask of StealthWeapon(s): "A shield that adjusts its hardness according to the force used against it." - (Approved by Krayzikk)Appearance: Despite being a member of a group known to have gaudy colours, Prei's armour is surprisingly dull. Unlike the vibrant purple of his fellows, much of his body is a lavender-grey colour, with only certain parts of his armour being darker, such as his gauntlets and shoulder-plates, which are black. His eyes are a simple shade of blue, adding to his dullness. In fact, his absolute lack of defining appearance makes him rather easy to ignore.Personality: Prei is a rather collected person, as well as being quiet, usually only speaking when people wish for him to do. He isn't a very energetic person, preferring to simply relax and take everything as it comes. He can be somewhat insulting at times, yet such a state is rare for him.Bio: A member of the Po-koro Guard, Prei has pretty much become the go-to-guy for messages ever since the deaths of many guards in the attack on their headquarters. Following the Rahkshi attacks, he lost his mask and weapons, forcing him to replace them. When not delivering things, he usually holds the fort at headquarters, making sure nobody blows it up again, or heads out to the local doughnut store.Weaknesses: Prei has barely any mastery of his powers.

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Name: Lasinia

Species: Toa

Gender: Female

Alignment: Chaotic Neutral

Power(s): Elemental Power of Lightning

Mask: Kanohi Calix, Great Mask of Fate (Shaped like a Great Rode)

Weapon(s): Steel Lance; Glowstaff - "A staff whose head glows even in the darkest of areas." (Approved by Krayzikk)

Appearance: Lasinia is a sleek looking Toa of Lightning, and possesses slightly less armour than what most Toa have, for she doesn't like to go into combat situations as much. Her armour is mostly light blue with some tinges of navy, but most of her armour plates are a silver colour. Her eyes are a golden yellow, and glow behind her blue mask.

Personality: Saying that Lasinia is cheerful and energetic is a severe understatement, for she seems to be permanently happy and full of energy. Luckily for anyone who meets, this energy and cheer is mostly focused into her job, which she loves a lot. However, she can comprehend more serious matters, and is perfectly able to hold down her cheer during more negative events.

Bio: Lasinia has absolutely no memory of her past prior to arriving on Mata Nui, having somehow obtained selective amnesia after crashing into the shores of Ga-Wahi. However, this did not deter her from spreading her cheer over the island, and soon got a job as a person who fixed things for people, which lead to her developing a habit of tinkering with random things to see how they work. She now works on the Infernavika.

Weaknesses: Lasinia possesses less armour, so is less defended against attacks.

Appearance: As a Toa of Air, Vaisaga possesses a primarily green colour scheme, with some hints of white, silver and black as well. It is somewhat difficult to tell what gender he is at first glance, due to his lack of defining features and somewhat androgynous voice, but once exposed to him enough, it is easier to identify him as a male. His golden eyes give nothing of his past away, but from his battle-worn armour, one can see that he has had a turbulent life.

Personality: Vaisaga believes in keeping order and ensuring equality, possessing a dislike for the chaotic existences of most beings. He does this by helping others, hoping to keep their lives peaceful and allowing for order. At times he can be considered overly vague and complicated, but once one gets past his eccentricities, they can find that he is a rather sociable person, who rather enjoys the company of others. He is innately kind and forgiving as well, and is perfectly willing to assist those who are in need of help.

Bio: Not much is known of Vaisaga's past, other than the fact that he continues chasing after a certain being. This search brought him to Mata Nui, where he first met up with Rit, who joined him on his quest. In recent times, they have amicably parted, and he now travels the island, hoping to right wrongs and find the answers that he seeks.

Weaknesses: Vaisaga has less strength than the usual Toa.

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Name: Rannin

Species: Toa

Gender: Male

Alignment: Chaotic Good

Power(s): Elemental Power of Iron

Mask: Kanohi Pakari, Great Mask of Strength

Weapon(s): Giant Broadsword

Appearance: Rannin is taller than the average Toa. Due to an accident, his left arm and both his legs were crushed, so he was forced to replace most of his flesh and armour with a darkish grey metal. His body is mostly a dull grey colour, excluding his right arm, which is a rusty orange, and his Mask of Strength, which is a very dark shade of brown that contrasts against his crimson eyes.

Personality: A silent and imposing fellow, Rannin rarely initiates conversation, preferring to do his own thing without being disturbed. He can definitely be ruthless when dealing with situations that oppose his worldviews, and is rather fond of utilising violence to solve problems. However, his time teaching and working odd-jobs has taught him the importance of diplomacy, and now he continues to temper himself instead of lashing out immediately. His sense of humour can be quite dry.

Bio: Rannin has not cared for his history for a long time. It is simply an afterthought in his mind, with only the present and recent past holding any importance to him. A mercenary by trade, he has taken numerous odd-jobs around the island, from janitor to waiter, and once worked as a groundskeeper at Ko-koro's Academy before moving on for greener pastures.

Weaknesses: Rannin's weak-points are his metallic legs and left arm, which are more sensitive to pain and injury.

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Name: Aliêwru

Gender: Male

Alignment: Neutral Good

Power(s): Elemental Power of Air

Mask: Kanohi Sanok, Mask of Accuracy

Weapon(s): Sagaris

Appearance: Tall and in possession of a lean frame, Aliêwru is like the majority of his Le-Toa compatriots, his armour painted in a combination of emerald and silver, though his Sanok is an aqua blue, contrasting the crimson of his eyes. Scratches mark his one gauntleted hand due to his constant work in Ihu-koro's artillery corps, while the other hand (his left) is missing, having been lost in an accident. In its place is a stump covered by cloth to protect it from the elements.

Personality: Anxiousness and neurosis are not traits that one would expect of a member of Ihu's artillery corps, but Aliêwru embodies both. Rigidly perfectionist, the Toa is incredibly invested in ensuring that everything he does is absolutely up-to-scratch, to the point where others could call it an obsession. Indeed, the somewhat manic manner to which he takes to things has provided him with a phobia of failing, and he constantly frets over whether or not he will lose his job if he fails. Thankfully, he does not express his thoughts out loud, knowing that they will disturb the work of his colleagues. His voice is incredibly deep, and he enjoys cream soda.

Bio: A resident of Ihu-koro for time immemorial, Aliêwru took eagerly to joining the artillery corps in the defense of his home. While he has suffered from his fair share of scrapes throughout his career, including the loss of his left hand during an accident when winding (which is the reason why he now serves as a spotter), the Toa of Air continues to serve his village well.

Weaknesses: He lacks the use of his left hand.

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Name: The Seventh

Species: Matoran

Gender: Female

Alignment: Chaotic Neutral

Power(s): N/A - Formerly Mark Bearer of Courage

Mask: Powerless Kanohi Kualsi, Mask of Quick Travel

Weapon(s): Spiked Gauntlets

Appearance: Due to her being a Ga-Matoran, the Seventh's armour is a blue colour. Most of her body is a dark blue, with her mask being a purple colour. However, one arm is grey, with a red streak on the shoulder, where her Mark used to be. She has green eyes.

Personality: The Seventh was once the most hot-blooded of her sisters, possessing great courage and determination, traits that allowed her to shoulder the suffering that her Mark had once brought to her. In these recent times, the loss of her friends has sobered her, and while she is still the single-minded, rather egoistic girl of the past, the exuberance and endless passion has faded. However, she is still a rather reckless Matoran, and many of her troubles have been the result of this.

Bio: An adventurer who travelled across the island in search of entertainment, the Seventh's life was changed radically by the presence of the Mark of Courage, a mystical tattoo that brought her great pain, even bringing about her death at times. During a conflict at an ancient temple, she and her fellow Mark Bearers would lose the powers they were given, something which overjoyed the Ga-Matoran, who had sought to find a solution to her issue ever since she had obtained it. Now, with her life once again whole, although lacking in dear friends, the Seventh seeks to explore the island once again.

Weaknesses: The Seventh is rather reckless and arrogant at times, and is quite single-minded.

Appearance: Like all Iroiit, Uyism has a similar body shape to Matoran, except taller. As expected of her species, she possesses fours arms, two of which end in claws, while the other two end in hands similar to those of Matoran. However, unlike most Iroiit, her fangs are more pointy, and her grinding molars are much more blunt. Her armour is a combination of pale blues and greys, and her eyes are an emerald colour when underground, a contrast against its light green colour when on the surface.

Personality: Due to only recently coming up to the surface, Uyism does not truly understand the principles the surface-dwellers have adopted. In her former home there were no need for such things, with the only focus being digging. She appears to be naive due to this, and is not a very social being.

Bio: Uyism was one of the first Iroiit to reach the surface, which she never knew existed until meeting several Onu-Matoran. Due to their shared habits of digging, she was accepted rather readily by the people of Onu-Koro, and was escorted to the surface when she asked where the tunnels lead to. Curious, she began to explore, and ended up joining the Ussalry.

Weaknesses: Uyism is less than knowledgeable in the ways of the island, and is also easily mislead. As an Iroiit, she is also intolerant of sunlight.

--- ---Name: Ophaim RilSpecies: ToaGender: MaleAlignment: NeutralPower(s): Elemental Power of FireMask: Kanohi Rau, Great Mask of TranslationWeapon(s): Falchion; SlingAppearance: Unlike most Toa of Fire, the entirety of Ophaim's armour is a pure white, with some minor silver areas. His limbs, torso and mask are all white, while his shoulder and knee armour is silver, along with his gauntleted hands, which are more a dull grey than silver. His Kanohi has the appearance of a Mask of Growth, and his eyes are a crimson colour.Personality: Ophaim is a quiet person with a single-minded determination in supporting what he believes to be right. He sees mercenaries and their wild, disorganised ways as a threat to the peace and stability of the island, which is why he opposes them with great zeal. However, he turns a blind eye to some illegal actions at times, if said actions will keep the people stable and assist in Matoran development. He can be somewhat extreme at times.Bio: A member of the Church of Artakha, Ophaim spent much of his life wandering and spreading the word of his lord, especially through his zealous actions against the mercenaries who crossed his path, which was how he had obtained his moniker of "White Devil". However, he has decided to settle down, running an inn in Ta-koro.Weaknesses: Ophaim is not a master of any skill, preferring to be versatile, so if his flexibility is lost, he is easier to defeat.
--- ---Name: The FourthSpecies: ToaGender: FemaleAlignment: Lawful GoodPower(s): Elemental Power of WaterMask: Great Mask of Sensory AptitudeWeapon(s): Frying Pan; "A helmet which allows for even the smallest sounds to be heard clearly." - (Approved by Krayzikk)Appearance: Unlike the rest of her sisters, the Fourth is a Toa, so she is taller than them. Due to being of the water element, her armour consists of shades of blue and minor greenish-blue colours, with her most of her body being light blue, while her mask is a navy blue colour.Personality: The Fourth is a rather maternal and caring being, having designated herself as the surrogate mother of all the Jaliax sisters despite not being the oldest. However, being a maternal figure, she can go into a rage if angered too much.Bio: The Fourth was the fourth of her sisters to be born, and quickly assumed the position of surrogate mother after their real mother's death. Her dedication to her sisters lead to her ending up as a Toa, and now works on the Fowadi.Weaknesses: The Fourth will always put the safety of others before herself, even during incredibly dangerous situations, and isn't exactly a skilled fighter.
--- ---Name: "Sajis" (Unajis)Species: MatoranGender: FemaleAlignment: N/APower(s): N/AMask: Powerless Kanohi Zatth, Mask of SummoningWeapon(s): MaceAppearance: The first thing that people usually notice about Sajis is the fading scar that runs along the entirety of her left arm, the remnant of a burn she had suffered many years prior. It is the only mark on the grey and black Fa-Matoran's body; her armour is barely scratched, her silver mask completely lacking in cracks. Her amber eyes are clouded, but still shine with determination.Personality: There is an aura of isolation enveloping Sajis, yet the more perceptive may be able to sense wisps of something else; something that is remarkably different to her usual persona. Masks upon masks, the young Matoran hides much of herself from the outside world. People only see the headstrong and arrogant girl who is determined to succeed in world, never the mystery deep beneath. She has a deep-rooted disgust for disorder, but whether or not that is an act is yet to be known.Bio: To some, Sajis' past is rather simple; a young girl from Ta-koro, forced to wander the island after the deaths of her parents. It was through her journey that she learnt how to fight, how to lie, how to succeed. Yet this is not the truth. Her past is hidden upon layers upon layers of mystery. An enigma who refuses to tell her secrets. She will simply serve. But nobody will learn of what lies beneath her masks.Weaknesses: Sajis is not one for full-out conflict, and can tire easily through constant fighting.

EXO-MATORAN

Name: Unit 03

Identification: J8RS

Pilot: Sajis

Weaponry: Protosteel Tomahawks x2 [Can be utilised as boomerangs]

Description: Rust-red and grey in colour, Unit 03 has little modification, being of an extremely similar appearance and configuration to the other original twelve Exo-Matoran suits. However, it does possess two sharp horns protruding from the top, and equips its tomahawks on easy-to-reach holsters attached to its arms.

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Name: Kunitu

Species: Toa

Gender: Female

Alignment: Lawful Good

Power(s): Elemental Power of Air

Mask: Kanohi Matatu, Great Mask of Telekinesis

Weapon(s): Longsword

Appearance: Kunitu possesses a rather sleek appearance, which is also accentuated by her rather polished armour, having been forced to give her formerly battle-worn appearance a shine after he semi-retirement from the Gukko Force. Her body is a combination of dark green and grey, with a green Matatu and blue eyes.

Personality: Kunitu is a rather laid-back woman, preferring to deal with things as they come to her. However, she has a sense of duty, and will go out and seek things if they are too important to ignore. She likes to cheerfully tease her friends and family, and would do anything to keep them safe.

Bio: A Squadron Commander in the Gukko Force, Kunitu decided to go into semi-retirement, having gotten somewhat tired after many years of serving with the force, although she would turn up to work if she was to be called upon by her colleagues. However, these days she mostly hangs around the village taking care of minor problems for people.

Weaknesses: Kunitu lacks proper fighting technique, and one can easily parry her blows due to the predictability of how she swings her weapon.
--- ---Name: IegasaSpecies: ToaGender: MaleAlignment: Lawful EvilPower(s): Elemental Power of PlasmaMask: Kanohi Huna, Great Mask of ConcealmentWeapon(s): StaffAppearance: Unlike other Toa of Plasma, Iegasa's armour is a combination of black, silver and red, with most of his body being red. His eyes are a pink colour, and shine behind his crimson mask.Personality: Contrary to popular belief, despite being a follower of the Makuta, Iegasa isn't actually crazy or filled with zeal. He is actually a rather calm and composed person, and may be one the most polite people on the island. He will gladly treat others to tea, and will kindly greet visitors to his shrine. His only negative aspect may be the fact that he has no qualms in killing people or ruining their lives.Bio: Iegasa doesn't really tell others much about his past, and they rarely pry. What most only know about him is that he runs a shrine to the Makuta on the Ko-Ga Border.Weaknesses: Iegasa is lacking in both physical and elemental strength, so relies on his skills.
--- ---Name: Stronin Empato NobiesSpecies: ToaGender: MaleAlignment: Chaotic NeutralPower(s): Elemental Power of IronMask: Kanohi Kadin, Great Mask of FlightWeapon(s): Disk Launcher, Cavalry Sabre, "Diskette Rifle" - See Farzan's profile for details.Appearance: Stronin's torso, hands and feet are all a dark grey colour, along with rusty orange arms and light-green eyes, which shine behind his black Kanohi Kadin. He is considered to be of a fair appearance. When walking, his left leg has an evident limp.Personality: Stronin is a snarky guy, who sometimes puts on an appearance of a mischievous joker who sometimes attempts to charm the hearts of ladies. However, he is more than the stereotype of a fantasy rogue, possessing a sense of responsibility and devotion to his dreams, along with a philosophical streak, a thirst for knowledge and an annoying hero complex that he refuses to admit exists. Constant exposure to the madness of the island has mellowed him out quite a bit, and usually takes to many situations with a bland, seen-it-all-before attitude.Bio: Formerly a thief, Stronin spent much of his life stealing from others, hoping to further a cause of his. However, over time, he soon gave up on that job, having been arrested too many times, and now works as a blacksmith in Ta-Koro, but does participate in adventures from time to time.Weaknesses: Stronin has a somewhat irrational fear of Nui-Rama, along with a weak left leg.

--- ---Name: NaonaSpecies: ToaGender: FemaleAlignment: Lawful GoodPower(s): Elemental Power of StoneMask: Kanohi Kakama, Great Mask of SpeedWeapon(s): She uses a staff similar to this as a weapon. However, the pink parts are a dark brown, while the yellow crescent is a lighter brown. The orb-like apparatus is an emerald colour. The staff itself is a darker shade of silver. She also wields a Diskette Pistol and a Diskette Rifle - See Farzan's Profile for details.Appearance: Naona is slightly shorter and sleeker looking than her male counterparts. Her torso, shoulders and legs are coloured a light brown, while her arms are a dull silver. Her gauntleted hands however, are a dark shade of brown, a colour scheme shared with her Great Mask of Speed.Personality: Naona is a no-nonsense type of person who is incredibly dedicated to her job, possessing a strong sense of justice and intense loyalty to the people she respects. She is also somewhat sociable, despite her dedication to duty, and will not hesitate to protect her subordinates and friends.Bio: Ever since she had been young, Naona had admired the Po-Koro Guard, who she saw as noble protectors of the village. Once she was old enough, she joined them in their duty, and despite obstacles that set her back in her earlier days, soon rose to the ranks of Lieutenant with her efficiency.Weaknesses: Naona lacks most of the extra strength of most Stone Toa, focusing more into speed.
--- ---Name: AshiemSpecies: ToaGender: FemaleAlignment: Lawful GoodPower(s): Elemental Power of MagnetismMask: Kanohi Akaku, Great Mask of X-Ray VisionWeapon(s): SansetsukonAppearance: Ashiem's armour is a dull grey colour, with hints of silver everywhere. Most of her upper body is silver and grey, while her lower body is more grey. Her eyes are a bright blue colour, and they flash behind her silver mask.Personality: Ashiem has a rather dry and witty demeanour, regularly commenting on the strangeness of the reality around her. She has a good sense of humour, and is rather forgiving of people. At times, she can be strangely philosophical, and spends much time waxing poetically about the universe.Bio: Ever since the death of her maternal figure, Ashiem has been somewhat distanced from her family, but still stays on good terms with them. She spends most of her time doing random things with no real purpose.Weaknesses: Ashiem has a very low tolerance of heat.
--- ---Name: The Thirteenth (AKA Treize Jaliax)Species: MatoranGender: FemaleAlignment: Lawful NeutralPower(s): NoneMask: Powerless Mask of Sensory ApititudeWeapon(s): Standard Ga-Koro Issued SwordAppearance: As a Ga-Matoran, the Thirteenth, or Treize as she likes to be called, possesses a colour scheme that consists of dark blues and light blues. Most of her body is a light blue colour, while her mask is dark blue, with red eyes gleaming behind them.Personality: Treize is a rather kindly person, yet can be rather stern at times. Having idolised most the Fourth, she has assumed an 'older sister figure' personality, which is shown by her attempts at being a role model for her sub-ordinates in the navy. She is also rather easy-going, as shown by her lack of rage against anything that comes due to her godly unluckiness.Bio: Despite idolising several of her older sisters, Treize felt overshadowed by everyone else in her family, and believed that she was only known for her unluckiness, which reached godly levels. This lead to her joining the Ga-Koro Navy, under the name Treize Jaliax, not wanting to be 'just' a Jaliax. After serving on many ships, which surprisingly never actually sank, she rose to the rank of Captain. Her first ship sank during a Tarakava Raid, yet she has now been assigned a second ship – the Fortune.Weaknesses: Treize's luck is terrible beyond measure, and is more likely to end up in negative situations.
--- ---

Appearance: Elysi possesses less armour than most Toa, due to being more of a speed specialist, laying quick blows on the enemy before flashing away. More armour would hinder her movement, so she has a rather sleek form. Unlike other Toa of Lightning, her armour is mainly a crimson colour, with some traces of peach, while her Kanohi Hau is more vermillion. Contrasting her mask, her eyes are a light blue shade, a colour present in some of the joints of her armour, showing her Lightning heritage.

Personality: Elysi is an optimistic person, and very passionate about her ideals. She has a strong sense of obligation, and possesses some rather remarkable leadership qualities. However, she has the habit of doing anything possible to fulfil her goals, no matter how morally wrong they may be. Yet she will understand if she has gone too far. Her manner of speech is quite direct, and she takes most things with good humour. Overall, an usually pleasant and professional person.

Bio: Elysi doesn't speak about her past, preferring to focus more on the present. She is considered to be one of the better mercenaries/bounty hunters on the island, with her motto of 'Doing everything three times faster than everyone else or your money back'. This, combined with her efficiency and standard rates, made her rather popular with most people. Her line of work also gave her the moniker 'The Crimson Lightning', referring to her armour and element, along with her speed.

Weaknesses: Elysi has less armour than other Toa.

--- ---Name: Aronis RilSpecies: ToaGender: MaleAlignment: Lawful GoodPower(s): Elemental Power of FireMask: Kanohi Kualsi, Great Mask of Quick TravelWeapon(s): N/AAppearance: Ril's crimson armour is covered with scratches, revealing his rough past. His torso is nearly all crimson, with some black near the edges. All of his limbs are a dark orange, but with minor black and grey areas. Behind his dark red mask he possesses a single orange-green eye, the other (his left eye) having been sealed shut during the Rahkshi attacks, and as such wears an eyepatch.Personality: Having spent most of his past trying to survive on the streets, Ril has become somewhat obnoxious, with a philosophy of doing whatever is necessary to survive. Yet he still possesses a sense of honour, and will keep his word depending on how many loopholes the agreement has. He is also an incredibly blunt and rude (with absolutely no care for courtesy) fellow, and while considered a lazy bum, can be quite serious when needed. Bio: Ril spent most of his life as a street urchin, hoping to survive on Ta-Koro's streets. He had to beg and steal in order to survive each day. As he grew older, he ended up in more and more street fights and brawls, until he was finally arrested. Through the assistance of others, he managed to join the Guard, partaking in several actions such as becoming the liaison to the Island Liberation Front. Following the Rahkshi Attacks, he was promoted to Sergeant.Weaknesses: Ril can be somewhat arrogant, and due to his lack of weaponry, lacks range in combat. He also possesses no depth perception.
--- ---

Name: Zomma Caruchi

Species: Vortixx

Gender: Male

Alignment: True Neutral

Power(s): N/A

Weapon(s): Gun

Appearance: Compared to the usual member of his species, Zomma is considered above average in height and size, possessing a muscular physique that is not normally found in Vortixx. His eyes are a dark red, which contrasts greatly with his scarred, neon green, body.

Personality: Short-tempered and rude, Zomma is a man with quite a peculiar vocabulary, one that may be considered ... "foul" by others. He does not suffer fools lightly, and possesses a distaste for long-windedness. Prone to commenting on even the smallest of things, his personality can be rather insufferable at times, but most can generally admit that he has ... some good qualities, such as his aptitude for sandwich making.

Bio: Zomma's soul was weighed down by gravity in his early years, so he does random things around the island so he can get a pyramid built to contain his mummified corpse.

Weaknesses: Zomma's gun can only fire thrice before having to reload, and reloading wastes time. He also lacks range other than his gun.

--- ---

Name: Higashi (保護 東)

Species: Dasaka

Caste and Clan: Menti Warrior of the Hogo

Power(s): Soulsword discipline - summons a psychic fist.

Mask: Kanohi Calix, Great Mask of Fate

Weapon(s): Unarmed

Appearance: Clad in sleek, iris blue armour, Higashi is the very embodiment of a dutiful guardian, and her appearance reflects this. Scratches crisscross her body, remnants of the conflicts she has been involved in. Green streaks are splattered carelessly across her body, failed attempts at customising her appearance and hiding her scars. Yet she enjoys the rather bizarre look, especially as her Calix is a beautiful green as well. Her right hand is wrapped tightly in golden cloth, the same shade as her eyes.

Personality: Blunt and forward, Higashi is a girl who speaks whatever is on her mind, even if the situation is unsuitable for such words. While perfectly capable of holding her tongue, she rarely does so unless speaking to superiors or at social gatherings. She is also quite a deviant, having some rather ... strange kinks that are considered inappropriate by society at large. As with all other members of the Hogo clan, Higashi's loyalty lies with the Rora, but she is rather opposed to her own Toroshu, holding a grudge against the other woman for the changes sweeping through the family, preferring the neutrality that they once possessed. However, as long as the clan continues to protect the Rora, she will do her best to tolerate it.

Bio: Higashi is a member of the Hogo clan, serving as one of the Rora's (and by extension, the royal family's) many guardians. A keen warrior, she cared not for the clan politics, preferring to focus on her duties as a protector. Yet the decrees of the new Toroshu have brought the clan deeper into the world of politics, a fact that Higashi truly and utterly hates. Yet she continues to do her work, fighting for the empire despite the situation she, a loud antagonist to Noshima's actions, has found herself in. No matter what, she will be a great guardian for the royal family.

Weaknesses: She lacks great range.

--- ---

Name: Amaki (天鬼)

Species: Dasaka

Caste and Clan: Menti Warrior of the Fursic

Power(s): Willhammer discipline.

Mask: Kanohi Arthron, Great Mask of Sonar

Weapon(s): Reinforced bachi.

Appearance: Strength is inherent in Amaki's body. Each and every movement displays power, yet none is wasted. Indeed, she is a well muscled being, standing tall against the world. Once a passionate warrior, she has changed much - her outer armour seems to be a side-note, the azure crystals barely protecting her body; a far cry from the heavily armoured being she used to be. Yet it is necessary. Her art is one that requires great strength, and her armour would slow her down. Around her waist is a fading red cloth, its fibres tattered beyond belief. It is a sign of her devotion to the art, and when one looks into her determined red eyes, none can argue against it.

Personality: Amaki is a highly determined individual, known to never let anything get in the way of her goals. Indeed, she is considered to be the hammer against which things break beneath, a fitting metaphor for a woman with her powers. Her devotion to her cause is also a major part of her life, serving as the motivation for each and every one of her actions. While this may be offputting to some, when relaxed, the Fursic warrior is actually quite the joker, having picked up on many humorous anecdotes throughout her lifetime.

Bio: A minor member of the infamous Fursic clan, Amaki had not been one for the shadowy deception of her compatriots, preferring the more direct actions of a proud warrior. Not that her abilities were optimised for deception in any case. But she soon tired of fighting, having grown to love music and the traditional styles of the archipelago's musicians. From then on, she decided to turn all her energy to this art, and dreams of developing a respected style of her own.

Weaknesses: Amaki is very lightly armoured, and lacks range.

--- ---Name: Noshima (保護 野志魔)

Species: DasakaCaste and Clan: Toroshu of the HogoPower(s): She specialises in both the Soulsword (manifests a naginata) and Mindarm disciplines.Mask: Kanohi Akaku, Great Mask of X-Ray VisionWeapon(s): When not using her abilities, Noshima wields a wakizashi and a tanto.Appearance: Intimidating golden eyes are what people first notice when they meet Noshima, whether it be on the field of battle or in the court of the Rora. To those who have been in her presence, they seem to pierce into one's very soul, shining brightly from behind her azure Akaku. Indeed, it can be said that her eyes are the most distinct part of her body, but some may argue that her flowing silver cloak might be able to match them. It lies over her intensely dark blue armour, contrasting incredibly well with it and the light blue crystal rings that surround her arms.Personality: One of the most noticeable traits of Noshima's is the way she speaks. Much like her ancestors before her, the Toroshu of the Hogo has a rather archaic speech pattern that may seem odd to most Dasaka, even if they are familiar with traditional formal dialects. Her personality very much mirrors her speech - somewhat odd, yet highly respectful and polite. Very few truly know what occurs in her head, and very few actually care for what does: most are simply content with dealing with the highly collected, yet slightly radical, head of the Hogo and her minor eccentricities.Bio: Originally the third daughter of the former Hogo Toroshu, Noshima spent her early years in the shadow of her two older siblings, and decided that she would prefer to philosophise about the world around her, as she was a woman of less duties than her sisters. However, with the sudden death of the oldest to illness, and the disappearance of the second, Noshima was forced into a role which she never thought would ever be hers. Although it took some time to adjust, the Hogo warrior managed to succeed to the Toroshu position without many difficulties. However, her reign is beginning to lead into a time of troubles for her clan, her new policies slowly dividing the loyalties of her retainers.Weaknesses: Noshima is extremely prone to overextending herself in battle.

Name: LekuaGender: MaleSpecies: Matoran of AirMask: Miru (powerless)Appearance: Fairly standard build for a Matoran; somewhat on the leaner side. Green and white armor; green mask. (Art by Bulik) (MOC by yours truly)Powers: As a Matoran of Air, Lekua possesses enhanced agility and is highly athletic.Skills and Abilities: Lekua is reasonably strong for a Matoran, though he is still much weaker than members of other species. He is a skilled bird-pilot and a good shot with a disc.Weapons, Equipment, and Tech:

A pair of white blades with longer-than-average grips.

Several wooden throwing discs.

A dagger with a white blade.

A wooden flute with which he is able to summon his Kahu, Cyclone, from virtually anywhere on the island. (Approved by Friar Tuck).

A heatstone.

A spyglass.

A disc launcher, which is usually mounted on Cyclone's armor.

Alignment: Good / Gukko Force (leave of absence)Bio: A longtime member of the Gukko Force, Lekua was given permission by Turaga Matau to take a leave of absence and aid Stannis in his search for the members of the Chronicler's Company. When Stannis's Companions disbanded, Lekua travelled to Onu-Koro with Nichou, another ex-Companion, in the hope of finding more Matoran who would aid them in the continuation of their quest, which they believed incomplete. However, as they had no idea of how their mission should be continued in the first place, they were unsuccessful and eventually parted ways. Lekua remained in Onu, making a living as a rahi hunter until the Rahkshi Attack, during which he aided in the village's defense. Several months later, he travelled to Po-Koro to meet with Stannis, after which he returned to wandering the island.Personality and Traits: Lekua is not so carefree as he once was, but he still holds to his ideals. He can be can be rather impulsive and easily becomes impatient when things aren't done quickly or efficiently. He shows little restraint in providing his opinion on any given topic.Weaknesses:

Physical: As a Matoran, he is shorter in stature and far weaker than most opponents. He also harbors a healthy fear of water, reluctant even to fly over it.

Mental: His recklessness and impulsiveness have landed him in more than a few difficult situations.

Cyclone: Lekua's friend and companion, Cyclone is a kahu who served with Lekua in the Gukko Force since the first day of his training. He is of average size, and his jet-black body is protected by teal armor.Wiki Entry:Lekua

A zamor launcher, golden in color. Two types of zamors: acid (contains a highly acidic and corrosive green liquid) and chain (contains a silvery liquid that binds the target to the nearest living being with an energy chain). (Approved by Friar Tuck)

A hidden dagger or two. Not primary weapons, but they come in handy.

Powers: As a Skakdi of Water, Iraanus has power over water when in close proximity to another Skakdi. His impact vision allows him to strike beings and objects with a powerful force through a mere glance.Skills and Abilities: Iraanus possesses considerable strength and speed, and his aim with his zamor launcher is almost uncanny. While he prefers to fight using his weapons, he can also hold his own in unarmed combat. Iraanus is talented tactician and has a knack for recognizing patterns others fail to notice.Alignment:Neutral / The HordeBio: While he can recall his past before his arrival on Mata Nui, Iraanus is unsure how he came to be on the island. His earliest recollection of the island is waking up on the beach of Ta-Koro, after which he entered the village itself. Looking to earn a bit of money, Iraanus agreed to make a delivery to Le-Koro for a local salesman. Along the way he encountered several beings who were tracking a group of rahkshi. Among them was another Ga-Skakdi, Rhow, and, following the battle with Makuta's reptilian servants, the pair travelled together to Le-Koro. While there, Rhow presented to Iraanus the idea of forming a team of Skakdi dedicated to striking back at the Makuta for his crimes against their people. Shortly thereafter, the newly-formed Horde learned of a gathering of Makuta's followers, and they travelled to Kini-Nui in search of them. The trail eventually led to the Kumu Islets, where the Horde destroyed a temple to Makuta and then fled just as the Four Peers succeeded in their plan to destroy the Islets. After learning of the Peers and their goals from the Toa Aitua in Pala-Koro, the Horde departed to Ta-Koro and then to Ga-Koro to inform their leaders of the threat. In Ga-Koro, they aided in the fight against the traitorous Toa Daedra, which was interrupted by the Rahkshi Attack on the village. After the battle, the Horde decided to remain in Ga-Koro for a time and opened a bar-and-grill known as the Great Takea.Personality and Traits: Iraanus has good intentions, but he may use questionable methods to achieve his goals. He is instinctively up-front in his combat tactics - for example, his first response to an enemy fortress might be storming it rather than attempting to sneak in - though years of mental training as a warrior have suppressed this nature to a certain degree. He is up-front in his speech as well; he speaks his mind and doesn't much care how others respond.Weaknesses:

Physical: Unable to use elemental power without the presence of another Skakdi.

Mental: Up-front and direct approach to problems can quickly turn to recklessness, especially in the heat of battle.

The Great Takea: This establishment is a bar-and-grill opened by the Horde shortly after the Rahkshi Attack. It consists of three floors. The ground floor houses the dining area, kitchen, and the staff's break room. The upper floor consists of several rooms, some of which function as the Horde's living space and the rest of which can be rented out for the night. The basement, engineered by Taoki, is built underwater and functions both as Taoki's laboratory/workshop and the Horde's meeting room.(Basement approved by Nuju Metru and Tyler Durden).Wiki Entry:Iraanus

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Name: DemasGender: MaleSpecies: Toa of MagnetismMask: AkakuAppearance: Tall and well-built. His body and mask are black; his armor is a dark gunmetal. Bright blue eyes and heartlight.Powers: As a Toa of Magnetism, Demas has the ability to manipulate magnetic fields. His mask enables him to see through solid objects and structures, and its lenses allow him clear vision over great distances as well as limited vision in dark areas.Skills and Abilities: Demas possesses physical strength and speed; his mind is quick and calculating as well. He has spent a century honing his skills with his weapons and is well-versed in their use.Weapons, Equipment, and Tech:

A broadsword. Though not incredibly fancy, it’s nonetheless effective. The blade is the same color as his armor.

A crossbow. Just as his sword is little more than a sword, his crossbow is simply a crossbow. The wood from which it was made is incredibly strong and durable.

Rope. Never know when rope might come in handy.

Alignment: Neutral / The LegacyBio: For much of his life, Demas was a loyal servant of the Makuta. His memories of his life before pledging himself to the Dark One are hazy at best, but he is certain that choosing to follow Makuta was the wisest decision to make. Or rather he was certain - following his master's death, Demas went into hiding, questioning his beliefs and becoming more and more obsessed with discovering what exactly it was that led him to commit himself to service of the Makuta.-----He has found few answers. He continues to work in the shadows, operating on the fringes of Matoran society. He seeks to perpetuate his master's Legacy, yes, but also to leave behind one of his own.Personality and Traits: Demas exudes an air of arrogance and condescension, though this nature serves only to mask a rapidly growing sense of insecurity and self-doubt. His master's death and his own insignificance in the Makuta's final plans have shaken his confidence severely, though this may not be clear to an observer.Weaknesses:

Physical: Though powerful in short bursts, Demas tends to tire quickly.

Mental: Demas is often pushed to rash decisions by his desire to appear to be in control of any given situation. Meanwhile, his growing uncertainty in his own abilities leads him to second-guess decisions that would be considered wise.

Mask: Kanohi Auporo, Mask of Weaknesses, which allows Oreius to instinctively sense the weakness or weaknesses of other beings. An Auporo user is constantly aware, in and out of combat, of where and in which way to strike his opponents for optimum damage. He can sense the best way or the quickest way to defeat an enemy; conversely, he can also sense the areas in which his enemies are strongest. (approved by Nuju Metru)

Powers/Abilities: Having trained for years in combat, Oreius is a worthy opponent with or without his elemental abilities. He used Tahu's Essence Stone to transform into a Toa, and thus controls the elemental power of Fire to a greater degree than any other Toa alive.Sharing his body with Inu, a Parakuka, Oreius has the ability to “activate,” granting himself roughly ten minutes of enhanced strength, agility, and speed, though at the cost of his elemental and mask powers.

Weapons/ Equipment:(1) Twin short swords, composed of protosteel, created through the power of Tahu's Essence Stone. Impervious to heat, they can be used to channel his elemental powers.(2) Tahu Mata's Flame Sword, looted from Mangaia after the Makuta's fall. The blade resembles a leaping flame, and can be used to channel his elemental powers. (approved by Nuju Metru)(3) A Rahkshi staff, looted from a Rahkshi of Heat Resistance. The staff stands almost as tall as Oreius, and is topped with wicked-looking blades at either end. It can be used to channel his elemental powers. (approved by Friar Tuck)

Appearance:A strong, wide-shouldered Toa, Oreius wears red and orange armour with black highlights, and a red Kanohi Auporo, a sleek mask resembling a Pakari with what appears to be a third eye in the middle of its forehead. Inu's body is a sleek, segmented mass against Oreius' upper back, giving the Toa a slight hunch. His stocky form -which is not particularly physically imposing- belies his strength and speed.

Personality: Oreius can often appear serious and grim, but he is kind and honest at heart. He hates injustice and cruelty, and enjoys a good joke. He is always determined to give his all in the pursuit of his goals, and will never give up, even in the face of extraordinary odds. He often seems withdrawn and aloof due to Inu's presence in his mind; the two are always communicating mentally.

Weaknesses: Activating Inu temporarily robs Oreius of his elemental and mask powers, and activating for longer than ten minutes will burn out his body, eventually resulting in death. His determination to fight to the end, no matter the odds, can -and has- put him in danger.

Biography: Oreius was born and raised in Ta-Koro, and lived there all his life. Strong and brave, he served with the Ta-Koro Guard for several years, helping defend the village from Rahi attacks and other threats. Famous for his strength and speed in combat, he was also known for his kind heart and easy laughter.

After learning of a Rahkshi attack in Le-Wahi, Oreius, with Vakama's permission, left the Ta-Koro Guard to bring warning and aid to Nokama in Ga-Koro, hoping to do something more against Makuta than simply guard his village.In Ga-Koro, Oreius was approached by a mysterious Matoran who told him that he had a part to play in the second Great Prophecy Turaga Vakama had told him of. Instructed to wait for 'the Wanderer,' Oreius stayed in Ga-Koro for several weeks before being located by Stannis, the Wanderer. Oreius joined Stannis' group and, after locating the rest of the Chosen Matoran, they embarked on a journey across the island to collect the six Essence Stones, relics that would grant them the power of the First Toa.

Upon collecting the six Stones, the Wanderer's Company assembled at the Suva Nui, where they were transformed into Toa. Immediately upon their transformation, they were set upon by six Rahkshi, whom they defeated with the help of their new powers. Naming themselves the Maru, they continued on to the Kini Nui, and descended into the Mangaia.

In lair of the Makuta, the Toa Maru defeated the Manas before being confronted by six Toa of Shadow, who revealed themselves to be the First Toa, corrupted by the Makuta. In the ensuing battle, Oreius duelled with Reka, who had once been called Gali. He won only through Inu's strength, but lost control. He believes he killed her, violating the Toa Code.

After defeating the six shadow Toa, the Maru went on to face the Makuta. Confronted by the temptation to defect from his team and join the darkness, Oreius refused the Makuta's promises, as did the other Maru, and together they vanquished the Makuta. After the battle, Oreius returned to Ta-Koro, bearing the news of the great victory.

Powers/Abilities: Inu has the ability to “activate,” joining his mind completely with his host's and releasing a flood of energy into their body. This activation lasts approximately ten minutes, and grants the pair enhanced strength, agility, and speed.

Appearance: A mottled green-grey slug resembling a kraata, Inu has been fused to Oreius, and is protected by a layer of black armour that makes it difficult to differentiate him from his host.

Personality: Inu's natural instincts tend toward aggression and ruthlessness, but he has fought to overcome them. He struggles to appreciate both mercy and fear, but has no such trouble with courage: being a natural hunter, he is brave to the point of heedlessness.

Weaknesses: Other than his ability to “activate,” Inu has no powers of his own. Without a host, he is helpless.

Biography:Inu was brought into being by the Makuta shortly before the Turaga were kidnapped. After Heuani brought the six elders to Mangaia, Inu was allowed to latch onto Onewa, Turaga of Stone. The Makuta set the six Turaga loose against their allies; they did minimal physical damage before being captured, but accomplished the Makuta's purposes by lowering the island's morale upon hearing that their elders had been turned into monsters.

Held in captivity in Pala-Koro, home of the Island Liberation Force, Onewa began to attempt to communicate with Inu instead of shrinking away from him. He found that Inu was a young parakuka, and was therefore much more impressionable. He began to teach Inu the ways of the Matoran, and patiently endeavoured to help the parakuka understand the foreign concepts of mercy and love.

Shortly after Onewa returned to Po-Koro, a pair of mercenaries were dispatched to assassinate him. Fearful for his life, Inu panicked and drained the energy from his host before relinquishing him, killing the Turaga instantly. The parakuka hid in Onewa's hut, and managed to avoid detection over the next day, growing weaker with every passing minute. It was only by sheer chance that he encountered and latched on to Oreius, a Ta-Matoran, who, along with his companions, was seeking Pohatu's Essence Stone.

Inu accompanied Oreius to the Suva Nui, where the Ta-Matoran and his companions were transformed into Toa. The transformation fused Inu to Oreius permanently, and granted them an enhanced mental connection. After their transformation, Inu and Oreius, along with the other Toa Maru, descended below the Kini Nui and vanquished the Makuta.

Powers/Abilities: Cael possesses prodigious control over the element of Water, the result of many years of practice and study. She can manipulate her element in subtle ways that few other Toa can, and has been seen to perform astonishing feats of elemental influence. Cael also possesses an incredibly advanced knowledge of the healing arts, and is able to utilize her mask, her element, and her experience to heal injuries that others would find impossible to heal.

Weapons/Equipment:

(1) A small vial delicately carved of transparent crystal, filled with the purest of liquid protodermis. It has a mystical connection to the Temple of Purity: as long as the holder's heart is pure, it will never run dry. (approved by Friar Tuck)

(2) A Ga-Koran satchel filled with various bandages, herbs and ointments; it contains all the essential tools of the healer's trade.

Appearance: A slim, lithe Toa of Water with golden eyes, Cael's body is a deep cobalt, and she wears light armour of midnight blue. Her blue Mask of Healing is marred by a thin crimson scar that starts just under her right cheekbone and curves slightly down to end beside her chin.

Personality: Cael is gentle and kind-hearted, but she's not soft. She won't mince words, especially in a tight situation, and she will fight for those she cares about. Her first impression often belies her cheerful nature, as she often appears quiet and serious at first.

Weaknesses: Though she is an elemental adept, Cael has little experience with weapons or battles, and is likely to be quickly outmatched in combat. In fact, she prefers not to fight at all: she is a pacifist, and will only resort to violence if there is absolutely no other choice.

Biography: When she was quite young, Cael entered the training of a Water Toa who had mastered the arts of healing. Under this Toa's tutelage, Cael gradually learned both how to precisely manipulate her element and how to use a mask of healing to its maximum potential. Her teacher taught her how to use water, the healing element, to soothe injuries and speed healing, and as this required a high level of elemental mastery, it was a given that Cael would eventually become extremely skillful in the controlling of her element. She emerged from her studies both a capable healer and an elemental adept, able to manipulate water in many subtle ways. Setting up shop in Ga-Koro, Cael quickly gained a reputation as a marvelous healer, and served Ga-Koro for many years.

One day, a Matoran named Joske was nearly killed fending off a Rahi attack on Ga-Koro. Cael put her prodigious skills as a healer to use by bringing the Ta-Matoran back from the brink of death. Joske later came into possession of a Toa Stone and became a Toa. Unused to his new powers and finding it difficult to control himself, Joske remained under Cael's care. She eventually managed to teach him control over his emotions and his element.

When Joske came to her one day with the news that he had been given a quest that would lead to the downfall of the Makuta, Cael immediately decided to accompany him. Along with Agni, Angelus, and Tuara, the company traversed the island, collecting six Crystals, one from each of Mata Nui's Temples. As their quest continued, however, it became apparent that Joske's ultimate destiny was to fight Heuani, a powerful Toa of Shadow. Cael, having come to love Joske, was unwilling to risk losing him, so she travelled to the Kini Nui and offered herself to Heuani in exchange for his sparing Joske's life when they met. Heuani agreed to her wishes, then seduced her and murdered her.

Joske went on to fight and defeat Heuani, even though the Toa of Shadow had had no intention of keeping the promise he had made to Cael. Though the Toa of Fire was victorious, he was heartbroken over Cael's death, and vowed to bring her back to life or die trying. Having stolen Cael's mask back from Heuani, Joske sacrificed his elemental powers and a portion of his Toa Energy to rescue the Toa of Water from beyond the grave.

* * *

-Vortixx Extraordinaire-

Name: JinSpecies: VortixxGender: FemaleAlignment: Bad Company

Powers/Abilities: Jin has no native powers, elemental or otherwise. She is a practitioner of an unknown form of martial arts: her body is her weapon, and she fights with little else. Her fists and feet usually deal enough damage by themselves, but she can also choose to fight with any manner of preexisting or improvised weapons. Extensive training has lent her excellent coordination and extremely swift reflexes.

Weapons: Two green metal fans, beautifully crafted and razor-sharp, though they look harmless. Several knives of varying sizes and shapes. A grenade or two.

Foreign Tech: Two small, circular, electrical emitters that attach to her palms. When activated, they deliver an electrical shock to whatever they are touching. The power of the shock is dependant on how much stored energy Jin chooses to emit. Draining the battery in one go will emit a large, paralyzing burst of electricity, but the same amount of power can be spread out over a greater number of shocks that will do less damage, usually only causing distraction and temporary numbness or pain.Once the battery has been drained, it will take a day or so to recharge. The emitters can be used while recharging, but the amount of electricity they can emit is solely dependant on the amount of power left in the battery. (approved by Friar Tuck)

Appearance: Tall and lean, Jin's body appears to entirely built of lean muscle. She wears a long black leather coat that hangs to her knees, with a slit that runs half a foot up the back to allow her more freedom of movement She wears black metal bracers and greaves to protect her forearms and shins, but otherwise wears no armour. Her eyes are dark green, and her claws are razor-sharp.

Personality: Jin was once confident, always appearing to be assured of her place in life. She could be overbearing and brash sometimes, but was loyal to her allies, and never backed down.Now, however, her confidence is merely a show that hides her inner turmoil. She is perpetually uneasy, and doesn't trust anyone. Though she can still be seductively charming when she needs to be, it's always an act. She refuses to show her true feelings to anyone, and is constantly plagued by feelings of guilt and inadequacy. She masks these feelings with false bravado, never giving an inch or backing down.

Weaknesses: Jin has no mask or elemental powers. She takes pride in the strength of her body and her claws; overconfidence is still her greatest weakness, even though it's more of a show now than anything else.

Biography: Jin washed up on the shores of Mata Nui with little save the clothes on her back and the knives at her belt. It is unknown where she came from or who she was, but Jin hasn't lost any time in becoming who she is now: a mercenary, a thief, and a scrapper who won't back down from any fight, responsible for multiple injuries, deaths, and destructions of property.

After completing an assignment in Po-Koro, Jin met Dorian, a fellow mercenary, in Ga-Koro. He offered her a job in Bad Company, a mercenary group in Xa-Koro. Jin accepted, and the two travelled to Xa. Upon their arrival, Dorian was nearly killed fighting Heuani, and Jin singlehandedly rescued him and saved his life by carrying him to safety. Her abilities impressed Brykon, leader of Bad Company, and he accepted her into the team. The group was working for Aurelia, one of the Four Peers, who intended to blow up the Kumu Islets. Despite her reservations over the planned genocide, Jin went along with the plan.

After Xa-Koro's destruction, Jin and Dorian were assigned to assassinate Turaga Vakama. Dorian decided against the mission at the last minute, forcing Jin to complete the assignment solo. Joining Brykon in Onu-Koro a few days later, she was named deputy of Bad Company before being contacted by the Peers, who sent her to Ko-Koro to steal Onewa's Komau and give it to Ambages, the architect. She completed this assignment with moments to spare before the Rahkshi attacked.

* * *

-The Poet-

Name: Caerus ValliSpecies: Ba-MatoranGender: MaleAlignment: Himself

Mask: Powerless black Rau

Powers/Abilities: No powers. Extremely skilled at gathering and communicating information.

Appearance: At first appearance, though handsome, most would label Caerus eccentric, or even mad. He is always reading or writing, and often refuses to acknowledge people standing right in front of him. Though he usually wears a handsome black suit and a polished black Rau, his clothes are often unkempt and his face unshaven. His bright green eyes complete the picture of an unpredictable man.

Weapons/Equipment: A quill, a bottle of ink, and a supply of parchment.

Personality: Though he appears eccentric and harmless on the surface, Caerus is truly a manipulative and power-hungry creature. He is only concerned for his own welfare, and will con, scheme, and manipulate his way to the top. His chief interest is in knowledge, the more obscure the better, and its use in his advancement of power.

Weaknesses: Caerus has never been strong or particularly skilled in anything, save the spoken and written word. He is physically weak even compared to other Matoran.

Biography: Caerus, from the beginning, was always a master of language. His chief work was in composing letters and speeches and papers for use by richer or more powerful people, but he also worked as a simple scribe, transcribing documents and reports. While much of it was tedious, it allowed him the opportunity to come into possession of many secrets that he would otherwise not know. People brought him information and had him write a speech; merchants gave him numbers and facts and had him write reports and letters that helped them make a profit.

In addition to his legitimate business, Caerus also found that the right information was worth a good deal to the right person and the right time. Always careful to keep himself hidden -and, thus, safe- he sold secrets back and forth between rival businessmen, politicians, and organizations. He was always cautious in the selling, making sure to deal through different people and under different aliases to keep his identity hidden, and he gradually grew rich off the sale of knowledge.

But knowledge, rather than money and power, gradually became Caerus' chief goal. As his business expanded, he was able to employ others to keep him informed as to the goings-on around the island; he was able to hire others to buy and sell information, keeping himself safe while still taking a cut. He spent his time piecing all the knowledge he had gathered together, unravelling plots and mysteries, and always searching for ever more elusive secrets that he could use when the time came. Knowledge itself became his obsession, and while his empire grew, he himself was largely unconcerned with it. He devoured texts of any shape and size, seeking knowledge above all else, becoming an expert on history and the Matoran culture itself as he sought to understand the world around him to its fullest extent.

Eventually, Caerus was contacted by the Peers, who, recognizing his value, offered him a position among them. He gladly accepted, and took on the role of keeping the Peers' secrets safe, as well as gathering intelligence on their enemies.

Powers/Abilities: No powers. Abilities include efficient written and verbal communication in Matoran, Vortixx, and Skakdi, proficiency in hand-to-hand combat, excellent interpersonal skills, adaptation, first aid, the art of disguise, petty conversation, dinner etiquette, wine-making, listening at doors, and smiling attractively.

Appearance: In truth, Aila appears quite average: she is of average height, and is neither particularly comely nor unsightly. Her armour is sleek and jet black, and she wears an elegant purple Huna, along with a shawl of black silk.

Weapons/Equipment: A hidden knife, a bottle of poison.

Personality: Whatever benefits the situation.

Weaknesses: Being an Onu-Matoran, Aila is smaller and weaker than many other beings, and is more sensitive to light than your average Matoran.

Biography: Living on the streets of Xa-Koro for much of her life, Aila was rescued from her life in the gutters by the generosity of Caerus Valli, a businessman who took pity on her and took her in and raised her. Under his tutelage, she trained in many arts, both refined and barbaric, and was eventually raised to be his right-hand man (or woman, rather). Aila is in charge of the day-to-day workings of Caerus' information empire, but often takes it upon herself to perform lower jobs than one might expect, an administrator being only one of her many personalities and jobs. She is completely devoted to Caerus.

* * *

-The Sinner-

Name: GreedSpecies: Toa of AirGender: MaleAlignment: Himself

Mask: Kanohi Kualsi, Mask of Quick Travel

Powers/ Abilities: Elemental control over Air. Reasonably experienced in combat. Greed has a gift with words, able to twist others to his side with honeyed tones and smooth talk, but he talks so little now that it's not much use. Having lived in the wilds of Mata-Nui, he has become adept at moving quietly and striking swiftly, and is able to navigate and survive many extreme conditions.

Appearance: A dark green and black Toa wearing bits and pieces of scratched, dirty armour and a tattered black cloak, Greed's general appearance is unkempt and soiled. He has traded half his armour for brown leather, leaving him looking mismatched and vaguely wild, which suits a denizen of the jungle. He wears fingerless leather gloves and a ragged dark green scarf that hides the bottom half of his face, leaving his eyes, scarlet as blood, free to shine from his black Kualsi. He carries a machete and several knives belted at his waist.

Personality: Once the leader of the Toa Arete, pseudo-heroes of Ga-Koro, Greed appeared wise and courageous in order to foster the village's trust. He harbours no such dreams now, and his true personality shines unimpeded. He is dark and brooding, always mistrustful, and easily angered. He will always look out for himself, constantly seeking to work events in his favour, no matter the cost. Selfish and unhappy, he is a broken shadow of his former self.

Weaknesses: Greed always looks out for himself, to the exclusion of all else. He will never risk his life is he can help it, and will always seek to defend what's his.

Biography: Greed was once a Le-Matoran living on Mata-Nui. Unlike most of the villagers, Greed was not happy-go-lucky or generous. He was always scheming; always making sure things would work out in his favour. He was greedy, and only cared about one person: himself.

The other Le-Matoran didn't know this, though. Greed was always careful to keep his true emotions secret, and nobody ever suspected his selfish nature. Because his ultimate motive was to keep himself safe and happy, Greed stayed on everyone's good side, always running errands and helping others. On the surface these activities may have seemed selfless, but Greed's ulterior motive was to keep everyone in his debt, and to cultivate favours and trust.

One day, on an expedition to the shores of Le-Wahi, Greed found a half-drowned Toa of Ice washed up on the sand, carrying a Toa Stone. Greed didn't bother to learn the Toa's name or why he was there; instead, he slit the Toa's throat and used the stone to transform into a Toa. He changed his name, and left his life as a Matoran behind.

After witnessing the massive destruction that resulted from a Rahkshi fight in Le-Koro, Greed resolved to abandon any ties he might once have held to Mata Nui and become loyal to the Makuta. Travelling the island, Greed recruited six beings to his cause, and ended up in Ga-Koro. The six Toa (and one Valkyr) quickly established a reputation as a team of brave heroes, peacefully ending multiple conflicts, repairing damage done to the village, and ensuring justice was carried out against criminals. Having gained the trust of the villagers and the Marines, the seven Toa were regarded as Ga-Koro's "official" Toa team: the Toa Arete.

Privately, however, the Arete were evil, and schemed to take over Ga-Koro completely. They allowed Turaga Nokama to be murdered, and schemed their way into the power vacuum that resulted. Greed was eventually elected to lead the village until Hahli was found, but the ceremony that would have publicly instituted him as leader was interrupted by Ta, one of the Toa Arete. Having had a change of heart, Ta revealed the extent of the Arete's corruption. The team quickly dissolved, and began fighting each other, every sinner for himself. Greed was defeated, but escaped in the chaos of the Rahkshi attack, and disappeared.

* * *

-The Amnesiac-

Name: Kyara AvyaSpecies: ToaGender: FemaleAlignment: LawfulGood

Mask: Kanohi Hau, Mask of Shielding

Powers/ Abilities: Elemental control over Plasma. Reasonable experienced in combat, although she remembers none of her training. All her skills are based on muscle memory, and instincts honed by forgotten years of practice.

Personality: Kyara is action-oriented, preferring to act instead of think or talk. She dislikes liars and cheats, and has a strong sense of justice. She has a tendency to be blunt.

Weaknesses: Kyara cannot use her elemental powers or mask power, and doesn't like to cheat or lie.

Biography: Kyara washed up on the shores of Mata Nui with only one haunting memory: trying to defend a village of Matoran from a Rahkshi, she lost control of her powers and incinerated everyone. She can remember nothing else of her past, but this one memory is enough to stop her from using her elemental powers, no matter the purpose.

After awakening to find herself on the shores of an unknown island, Kyara met a group of Toa who took her under their wing. She was given the name Avya, as she did not remember her name. The group made their way to Ta-Koro, where Avya helped evacuate the demolished hospital. Afterward, she and her mentor, Nikaron, attempted to follow Hiemalis, the Toa responsible for the hospital's destruction, but were unable to apprehend him.

A while after, Avya left Ta-Koro and joined the Island Liberation Force in Le-Wahi, where she fought against the army of Makuta followers led by Echelon, and later participated in the efforts to rebuild Pala-Koro.

* * *

-The Rider-

Name: HokaSpecies: Le-MatoranGender: FemaleAlignment: Le-Koro

Mask: Powerless Kanohi Kaukau, Mask of Water Breathing

Powers/Abilities: Being a Le-Matoran, Hoka does not have any elemental or mask powers, but is extremely athletic and nimble. Otherwise, she's not particularly good at anything (with the possible exception of sarcasm).

Weapons/Equipment: Hoka carries around a knife that she likes to show off... but doesn't actually know how to use. She also carries around a pack of cigarettes, which she does know how to use.

Appearance: Hoka's outer armour is dark green, while her skin is light green. She stands at height for your average Matoran, though she's skinny as a pole and has about as much muscle. Despite this, she's nimble and deceptively tough. Her eyes, an atypical ice blue, shine from behind a bronze Kaukau.

Personality: A chronic underachiever, Hoka's dominant personality trait is cynicism. Others often mistake her lack of direction for laziness, but while she may not be the most motivated person in the world, she'll work to get what she wants.

Weaknesses: Hoka has no elemental or mask powers, and she's nowhere near the fastest or strongest of Matoran.

Biography: Le-Koro born and raised, Hoka has spent her life flitting from one odd job to the next, never performing poorly, but never excelling. Her life is the definition of mediocre: she does what she likes, but never gets what she really wants -mostly because she doesn't really know what she wants.

Powers/Abilities: Akimoto has been trained as a Soulsword. However, being a Ringti, her abilities were not developed for combat purposes. Instead, she was taught to use them to craft buildings and weapons. Her ability to wield psionic energy is useful in shaping crystal: her “weapon” takes the form of a blacksmith's hammer.

Weapons/Equipment: Being a Soulsword, Akimoto has the ability to wield psionic energy. She has been trained to summon a psionic hammer used in the forging and shaping of crystal.

Appearance: Akimoto's work as a crystal smith has stripped every ounce of fat from her frame, leaving her lean and muscular. Her body and mask are midnight blue, so dark as to almost be black, and her amour is a burnished copper. Her mouth is usually set

Personality:Akimoto is, most of all, headstrong. She always knows what she wants, and will stop at nothing to get it. She's incredibly hard-working and self-disciplined, and pushes herself harder than anyone else. She likes to get straight to the point, and values honesty and straightforwardness. This single-minded drive shows itself in her creative mind and her ability to think on her feet. Everything she does, she does with 100% effort, as quickly as possible.

Weaknesses: Stubborn to a fault, Akimoto won't back down from anyone or anything, and will often refuse to change her course even when confronted with good advice. She pushes herself hard, and will often exhaust herself in her drive to get what she wants.

Biography: Akimoto was born into a family of Ringti crystal artisans, and grew up with her cousin, Libro Regula. The two were never terribly close, but they're now business partners. Educated in Sado in the production of crystal armour and other creations, Akimoto uses her psionic powers to create beautiful and useful things. Along with Libro, she runs a small crystal forge.

1) Elemental control over the element of Iron, but only when paired with another Skakdi. 2) Thermal vision.3) An experienced assassin and mercenary, Rorg is an adept in many forms of combat, both melee and long-range.

Weapons/ Equipment:

1) A sniper rifle crafted to launch bullets at high velocity. These bullets are simply chunks of shaped metal. The rifle's barrel includes a built-in suppressor-like device and scope, for stealth and accuracy respectively. The rifle uses clips of ten bullets each, though bullets can be loaded individually if needed. The downsides to this weapon are that it's large and unwieldy, and it takes a long time to reload once out of ammo. The rifle can also fire darts containing small portions of EE-cancelling gas (described below), though the size of the dose means the duration will be no longer than thirty seconds. (approved by Nuju Metru)

2) A launcher that fires zamor spheres filled with an unknown gas, retrieved from the Makuta's Vault. This gas has the effect of immediately cutting off any being's access to their native elemental powers for five to ten minutes, with ten minutes being the maximum duration. The larger the dose, the longer the duration. Said being cannot absorb, produce, or manipulate any quantity of their element until the gas wears off (although they retain any passive abilities their element provides, such as heat resistance or enhanced stamina). The downside to this weapon is that its accuracy is negatively proportional to Rorg's distance from his target. (approved by Tyler)

3) A large hunting knife, about two feet long and serrated.

4) An assortment of smaller knives.

Appearance: Physically, Rorg fits the Skakdi stereotype. He is built more like a mountain than a living being, standing taller, wider, and thicker than most Toa, with bulging muscles and steely green eyes that could scare a Kane-Ra. His armour is a mottled dark gray, allowing him to blend into shadows. He carries his rifle on a strap around his back, and his knife at his belt in a sheathe.

Personality: In terms of personality, Rorg, in every way, contradicts the Skakdi stereotype. Silent for the most part, he only speaks when necessary, and uses as few words as possible. He is methodical and efficient in everything he does, from cleaning his weapons to dispatching a target, never using more energy than is required. Though his aloof nature might fool some into thinking he's nothing more than a dumb brute, he is remarkably intelligent, and his impassive face hides a precise, logical mind, devoid of emotion or morality, more dangerous than any weapon.

Weakness: Variables. When he knows what to expect, Rorg is as deadly as they come. However, he finds it difficult to deal with the unexpected, and his logical mind does not adapt to surprises as well as some.

Biography: Rorg's history is a patchwork quilt of thievery, betrayal, violence, and death. He does not speak of where he lived before he came to Mata Nui (as is the norm for most Skakdi), but it must have been a terrible place to produce a being so devoid of morals and so efficient at killing. He is not well-known on Mata Nui, despite having lived and done business on the island for many years, and this alone speaks to his professionalism: there are no wanted posters bearing his face, and no records of his crimes. If there is anything he takes pride in, it's the fact that he is more dangerous than ninety-nine percent of the island's inhabitants, but none of them know his name. He is a shadow, and that's the way he likes it.

* * *

-The Starving Artist-

Name: LiraSpecies: Ko-MatoranGender: FemaleAlignment: Good

Mask: Powerless Mask of Water Breathing

Powers/Abilities: Being a Matoran, Lira has no elemental abilities or mask powers. Neither particularly strong nor fast, her sole claim to fame is her dedication to her poetry, stories, and art.

Weapons/Equipment: (1) A satchel containing many scrolls, pens, and bottles of ink.

Appearance: Lira's body is white, and her hands, feet, and Kanohi are bronze. She carries a gray satchel over one shoulder. She's not particularly tall or muscular at all.Personality: Lira is very enthusiastic, especially for a Ko-Matoran. Once she gets going, she can chatter on for hours, but when the mood to write or draw strikes her, she immediately drops everything and can sit in silence for days. Friendly, but can occasionally show glimpses of Ko-Matoran aloofness.

Weaknesses: A Matoran, Lira has no elemental or mask powers, and her physical abilities are also rather lacking.

Biography: Ever since she was a little girl, Lira love to create. She would spend hours writing stories and drawing fantastic worlds in the snow. As she grew up, she honed her skills. She considers herself a poet and storyteller of the highest calibre, and is always seeking out fresh inspiration.

Appearance: Lean and muscled, Hewkii's build is unquestionably that of an athlete. Even as the leader of Po-Koro, Hewkii keeps his tan-and-brown body trained to the peak of fitness. His posture is usually relaxed and confident.

Weapon(s): His signature Kohlii ball

Mask: Powerless Great Kakama

Powers: None, save control of Po-Koro, and excellent athletic skill.

Traits: Hewkii is always concerned for the well-being of Po-Koronans, and considers himself not so much a ruler as a caretaker. To that end, he will weigh choices with his people's best interests as his foremost concern.

Biography: Originally a famous Kohlii player, Hewkii was chosen by popular acclamation to rule Po-Koro. While there was some dissent, at first, Hewkii made his first priority winning the trust of his people and securing his support. He now rules Po-Koro with a kind but firm hand.

Weakness(es): Being a Matoran, Hewkii can be overpowered by most other beings. His concern for his people can bias his decision-making.

Name: Lipa

Gender: Female

Species: Matoran

Maturity: Mid 30s

Current Affiliation: Ga-Koro Marines

Kanohi: Powerless Rau

Known Language(s): Matoran

Voice: Soft-spoken, gentle, and empathetic.

Wealth: Of decent means, thanks to her Marine pay.

Detailed Description of Appearance: Slightly shorter than average, Lipa looks fairly normal, with a navy blue torso and feet, with sky-blue arms and legs, as well as a sky-blue Rau.

Personality and Character: Quiet, respects her superiors and does her best to follow orders. However, she looks out for herself first and foremost. Believes that listening is, on the whole, better than talking.Beliefs: Likely the best way to describe Lipa is as a deist--she believes Mata Nui and Makuta exist(ed), but seeing that Mata Nui failed to intervene when they needed him most, and how Makuta is now dead, she doesn't believe in any omnipotent being, benevolent or otherwise.

Fighting Style and Abilities: Lipa is not a fighter. When confronted with a fight, she runs or hides, two skills that have proven necessary in her career as a messenger. She is capable of outrunning most beings she encounters.

Weaknesses: Lipa does not engage in combat, she avoids it as much as possible and isn't very good at it.

Tools and Equipment: Brown messenger bag with the logo of the Marines on it.

Name: Weiss (nom de guerre since joining the Cult. His true name is lost to history)

Gender: Male

Species: Gravity Toa

Affiliation: Brotherhood of A'rei'an

Kanohi: Volitak in the shape of a Great Huna

Appearance: Tall and confident, with dark purple and black armor. Weiss views others with a haughty stare. His coat is tailored perfectly to his form and enhances his air of strength and power.

Personality: Haughty. Weiss was raised with pretty much every convenience of life as the son of a rich merchant family. He was taught to be a commander and administrator, how to play over and under the table to get whatever advantage he needed, effectively everything he'd need to run the company when his time came. However, it never did--his family was assassinated and his company stolen by a rival firm, but the authorities could never find any evidence. However, since his conversion to the Cult, Weiss' first dedication is to his dark god. Finding the killers of his family and making them die slowly is a secondary pursuit.

Weaknesses: He is prideful and often underestimates his foes.

Tools: Weiss wields a glaive with lethal efficiency--part of his upbringing included the art of fighting, which he took to like a politician to bribes. He also tends to carry parchment and quill on him at all times.

Name: Dail

Species: Toa

Gender: Female

Age: ~300

Mask: Volitak

Power: Air. She is skilled with her mask and element, and has realized that it's possible to turn the air into a super-volatile oxygen mixture and detonate it. This being said, she has yet to be able to do this safely--the heat, shrapnel, and overpressure blast of the explosion almost killed her last time, and she still has scorch marks on her armor. That's not even counting the vacuum caused by the sudden lack of air, which can crush anything too close to the epicenter of the blast--which she barely managed to escape last time.

Weapon: Concealed, poisoned long knives

Appearance: Dark green, with black scorch marks in a few places. Usually covered in mud or some other material which can dull it.

Bio: Dail is an assassin for hire, but unlike most assassins, she has her own strict set of rules. Should a proffered contract break those rules, she will not hesitate to turn it down. She has been working for longer than some have been alive, fully two thirds of her lifetime. She is very skilled at her craft, often being able to deceive others into believing that her target died by natural or accidental causes. She aims for this most of the time, as she believes it is the sign of highest skill in her craft. Her goal is perfection.

Weakness: Dail prefers to strike from hidden locations and finish the battle quickly. As such, she pays for her outstanding elemental and mask control with low physical stamina.

Name: Kotuku

Gender: Female

Species: Toa

Affiliation: Po-Koro

Kanohi: A custom-carved Miru. See Appearance for further details.

Appearance: Her armor is extremely avian in appearance, with razor-sharp "wings" on her forearms and calves. Her mask is carved into a sleek, aerodynamic appearance with a Y-shaped visor concealing her face. Her build is lithe and fit, and patterns of white and tan run along her body.

Personality: A firebrand. Kotuku believes vehemently in her cause, but she is not stupid--she knows that a Beer Hall Putsch would only end in disaster. So instead she spreads her ideology through propaganda, swaying others to her side and guiding them in their cause.

Weaknesses: Despite being a Toa, and thus theoretically a strong warrior, Kotuku is a scholar, and thus in direct combat she is lacking. Her preferred tactic is to evade and choose her fights.

Equipment: Her usual equipment and gear has been stored away for the purpose of her current mission. She carries with her a two-handed broadsword that’s onyx in color and, made of protosteel. She also has a belt which carries a small pouch of widgets and throwing knives.

​Foreign tech: A blunderbuss of Skakdi make, with force that can punch through a person's chest as easily as paper. The muzzle of the weapon is gold in color, while the handle is wooden. The weapon has to be reloaded after every shot with metallic pellets or something of similar shape. The weapon also relies on Skyra's elemental power to fire. (Approved by Tyler <3<3<3)

Mounts/Pets: Destiny is her Kahu, who she raised since it was a hatching, and her most loyal friend and companion. Currently in Ga-koro.

Alignment: Chaotic Good, if you’re against the koros, you’re against her. It’s simple as that, she is not afraid to take extreme measures in order to protect her friends and family.

Appearance: Skyra has drastically altered her appearance in order to infiltrate Ko-koro. She looks nothing like the Gukko Force officer that many people would recognize. Her new mask is in the shape of a Kanohi Calix, green in color, the top part above the eye holes is black. Her armor is quite different as well, while her basic color is still a dark green, her outer armor is onyx, looks dirty and worn, and it’s design is what you’d expect a mercenary to wear. It’s lightweight in design, allowing a lot of movement, only covering the more vital organs, and to give a somewhat provocative look. Over her armor she’s wearing a thick, black coat, since it’s pretty cold in Ko-koro.

Strengths: Her Gukko Force training made her a master at swordplay, and not bad at hand-to-hand combat either. Her natural Le-koran agility makes her very evasive and harder to hit, combine that with her Calix and well, good luck buddy. If that alone isn’t enough to take down her foes she has her elemental powers, don’t underestimate her elemental prowess. A skilled Kahu flyer. Playing the flute is also one of her hobbies.

Weaknesses: If you manage to land a hit on her, you’ll find she has very little in terms of armor and overall toughness, it will probably hurt her a lot. In stressful situations she can lose her temper, and it’s easy to make mistakes then. Claustrophobic.

Personality: Whimsical, enthusiastic, really hates paperwork. Skyra is what you’d call a positive thinker, though she can be sarcastic when she gets annoyed, and sometimes a rude ***. When push comes to shove though she’ll always try to do what she believes is right, and protect her friends to the bitter end. When it’s time for action, she’s ready to go.

Biography: Skyra’s life has been a series of ups and downs. Some good decisions and quite a few bad ones. She’s got quite a story to tell, though she’ll probably skip to the interesting parts, like when she changed sex, that’s the story that everyone wants to hear.

She’s now on a mission that does not have a very good chance of survival, statistically speaking. If she and her team is caught, they’ll probably die, along with quite a few hostages. But they have a plan, and Skyra will do what she must to ensure that plan succeeds, or die trying.

Equipment: Wooden Bow, makes arrows using her elemental power. Dart shooter, she can shoot various poisons and drugs from her shooter, usually something that calms the nerves, typically effective on Rahi, though can make more intelligent beings like Matoran and Toa more susceptible to suggestions and tired.

Skills: Can hunt any target with amazing skill and grace of a hunter, capable of moving silently through almost any terrain and climate. She is a Rahi tamer and trainer and knows how to give complicated commands to her Ash bear. She's excels at making things out of plant life, from weapons, poisons, and medicine. She is one with her element and mask, knows how to use both to their maximum potential. She's skill with her bow and can hit targets accurately from great distances. Can make snares and traps with her powers over plant-life.

Strengths: Tough, independent, and wild like a Rahi. Knows how to blend in with the Jungles of Le-Wahi, she's not easy to find when she want to remain hidden. Causing her great stress or otherwise harassing her is probably bad for your health

Weaknesses: Fire is not good for someone of her element in most cases. Seeing Rahi mistreated, harmed, injured, etc will cause her to take action regardless of consequences.

Personality: Her personality has turned a 180 since she returned to the civilized world. No longer the sky and reclusive thing she used to be. Losing her soul and constant exposure to other people may have had something to do with that. She is rather bubbly at times, but also has a darker side to her. She has a soft side for Rahi, especially Grecko.

Bio: Formerly she lived alone in the jungles of Le-Wahi, with just an Ash Bear for company. Fate choose to lead her away from her jungle home and into civilization. She had trouble fitting in and adapting to this new strange world. It wasn't until she lost her soul at the creation of the Valkyr Anthyn that everything really began to change. Since that day she did nothing but follow the angelic being wherever she went.

Or she did, now-a-days however she's been chasing after her would-be boyfriend, Tehlin. She is currently staying with him in Ko-koro, trying to pretend all the murder and death she witnessed with Anthyn never happened.

Name: Darien

Gender: Male

Species: Toa

Element: Plant-life

Mask: Kanohi Calix, The Mask of Fate

Weapons: A very decorative rapier. The rapier was a gift from his father, it has a golden hilt decorated with various jewels and a shining silver blade. On the bottom of the hilt is the crest of his family.

Appearance: A very tall and handsome Toa, with the typical color scheme of a Toa of plant-life, green and blue. Wears a navy blue cape, his armor is very polished as well. His mask and external armor is blue, the rest is various shades of green. Wears the markings of a Marine.

Alignment: Lawful Good; Ga-koro Marines

Personality: Kind and considerate, Darien will always help those in need, he doesn't think himself better than anyone else. He will bring vengeful wraith against those who bring harm and destruction however.

Strengths and Weaknesses: He is excellent at swordplay and melee combat. He always fights with honor. He dislikes dirty tactics to a fault and only kills when absolutely necessarily, his enemies might try to take advantage of this. Fire is a natural weakness for one of his element.

Bio: Formerly the Prince of a great kingdom, Darien was a traveling Toa who has a strong sense of justice and a desire to bring down the Dark Lord Makuta. His family was murdered by Makuta and vowed to avenge them. In his travels he met a matoran named Wokiya in the desert and saved her life. He ended up getting caught up in a quest to find her brother, which they did successfully accomplished. It turned out her brother, Wokapu was the leader of the Cultured Gentry, and had some dark secrets about the Gentry that he wished to unveil, mainly their dealings with Makuta. Darien offered to aid him and his sister once again. During that adventure he found his long lost sister, Visenya, and she joined the party. Things did not go as planned however, Wokapu swore to secrecy what he knew about the Gentry's dealings with Makuta in order to protect Darien and the others. Darien knows that if he or anyone from that group says anything, it could be over for them. That was three months ago, the group as long since separated, going their different ways. Darien moved to Ga-koro and joined the ranks of the Ga-koro Marines. He proved to be a cut above the other recruits in terms of fighting abilities and strategy. He quickly became a valued Marine, and as often been sent to bring in some of the more dangerous and cunning of criminals that creep up in the beautiful village of Ga-koro from time to time.

Name: Hakari

Species: Lesterin of Plantlife

Appearance: Her name armor blue green with yellow as her secondary color, dark blue eyes. Looks very much like a Toa in appearance besides her quite distinctive Lesterin traits.

Mask: Kakama, Mask of Speed

Gender: Female

Powers/Abilities: Resistant to poisons, able to photosynthesize to obtain energy

Weapons: Twin scimitars, ceremonial dagger, chain belt.

Technological items: None.

Weakness: No elemental powers, is very naive.

Alignment: Chaotic Neutral, she tends to look out for herself, but doesn’t hurt others if she can help it.

Personality and traits: Quite the energetic individual, she often talks as quickly as her mask allows her to move. She’s a bit of a pacifistic, never looks for a fight, and only fights when she has to defend herself or others. She’s often described as bubbly and sweet hearted.

History: Hakari has trouble remembering her life before she came to the island of Mata Nui, in fact she can’t remember much at all other than her name. Up until this point she hasn’t done anything noteworthy besides doing odd jobs here and there to support herself.

Name: Mekana

Gender: Female

Species: Toa

Element: Fire

Mask: Kanohi Kualsi, The Mask of Quick Travel.

Powers: Control over the element of fire and all the granted abilities of a Toa. The ability to teleport anywhere in her field of vision. Can take nonliving objects with her, but not other beings. A Kualsi user cannot teleport through energy fields, such as those made by a Hau.

Equipment: Wears loose fitting and light armor to keep herself as quick as possible. On her belt she carries useful tools, such as twin daggers, machete, magnifying glass, scissors, a dash of Stralix Powder. She also usually has a short sword and a light weight crossbow on her person. She also has a small purse where she puts her widgets and more personal things, like small statues of famous men and a deck of cards.

Alignment: Acquisition of money

Appearance: A red and orange Toa of Fire with a somewhat petite figure for a smuggler. Her armor is lightweight and sleek, designed for being quiet and evasive. Her green eyes are often hid by the orange Fedora she fancies wearing. No one has the heart to tell her that the hat is weird.

Strengths: She’s a skilled smuggler, been sneaking in illegal goods as long as she can remember. Preferring to stay out of direct combat due to the nature of her work, she specializes in evasion and subtlety. She will use distractions and trickery before resorting to direct conflict, but if she’s forced to fight she will often try to pick off enemies with her crossbow as discreetly as she can, if that doesn’t work out she always has her sword or whatever else she has at her disposal. Simply running away often works rather well, especially with her mask.

Weaknesses: While she is a skilled combatant where it counts she’s not a heavy hitter, direct combat will not go well for her if she’s facing someone more heavily armed or just better at fighting with brute force. She will often go to great risks to protect her cargo, which can be used to an enemy’s advantage.

Personality: Smug, witty, and probably a sociopath. She lives dangerously and that’s the way she likes it. She does have a tempter, though it rarely comes out unless under a lot of stress. A bit greedy.

Biography: Mekana has lived in Ta-koro a long time, and has been a smuggler almost as long. She prides herself in the fact that she’s never been captured by any sort of authority, though she’s never done anything too noticeable either, at least not as often. She finds smuggling the smaller stuff adds up in payment and there isn’t as much risk in being caught. That’s not to say she isn’t willing to do the more dangerous and risky smuggling, for the right price.

Equipment: A large protosteel broadsword. A long chain whip for ranged attacks with sharp hooks on one end. Mini-crossbow that can fire small darts. (Darts are typically coated with certain poisons that will numb and relax its target, making it difficult for them to move.)

Alignment: Chaotic Evil

Appearance: Her overall color scheme is a brown with darker and lighter shades that mix well together. Her eyes are a piercing orange, if you look right at them you can almost become engulfed in them. She doesn’t wear a lot of external armor, only around the most vital areas. Her appearance is rough, and yet very alluring.

Strengths: Like most of her element, she has more strength than most of her species, she uses this to strike hard and fast, keep her victims on their toes and then overwhelm them. When going against enemies she thinks will cause her trouble she'll usually try to poison them with a dart to give herself the advantage. For the most difficult of opponents she will invoke her elemental powers and use them to their full extent if necessary.

Weaknesses: While she is a great fighter, and quite efficient at what she does, she may have trouble with craftier opponents who manage to avoid her darts and stay out of her range. She has an irrational fear of water, swimming is not something she does well to say the least.

Personality: To strangers and enemies she is often seen as cold and uncaring. She may act polite, but comes off as a bit blunt and rude. She believes in what she does very strongly, and sees it as beneficial to others involved, even if they don't see that way at first. Once she decides someone is worthy enough to become her friend she will become a lot warmer and protective of them.

Biography: Once a freelancing merc fighting villains and crooks for a few coins, she was captured by a cruel Toa, who saw fit to torture her with her worst fears. This lasted for days, to the point where she was almost completely broken. She was ready to just die.

But then her tormenter was soundly crushed by the most unexpected person. A Vortixx named Braen. Braen saved her within inches of her life. He took her with him and slowly brought life back into her, both mentally and physically. She naturally became enamored with Braen, and never leaves his side.

Name: Rekirar

Species: Vortixx

Appearance: A tall, muscular Vortixx, rather handsome for his species. He had a black and brown color scheme.

(1) Advanced visor with HUD display. This visor was designed as a prototype for eyewear that could help you with your everyday needs. It allows the user to see in different light spectrums, allowing the user to detect heat signatures or see in X-ray. It can take images and store them for later viewing, such as people’s faces. It will display current temperature levels, current climate, acts as a compass. While it did not originally have a map of Mata Nui, Rekirar’s exploration of it has allowed it to map out a good portion of the island, allowing the visor to guide him to all sorts of locations, as long as he’s been there before. It only recognizes Rekirar has its user, as it is passworded. (Approved by Nuju Metru)

(2)Elemental nullifying armor. Rekirar wears special armor that will effectively absorb and nullify any elemental attacks that hit him directly, or at least are focused on him. Elemental attacks that are not specifically directed at him can still cause him harm. Example: A fireball would hit the armor and do nothing, but if the fireball hit the ground and caused a fire, Rekirar could still be harmed by the flames and heat. The more elemental energy it absorbs, the weaker it gets, and if not given time to cool down it will begin to break. (Approved by Nuju Metru)

Weakness: Lacks elemental powers and mask powers. While he can really be quite terrifying in a fight, if you can manage to stay out of range of his massive sword and dodge the disks he launches at you, he won’t be able to hit you.

Alignment: Lawful, Po-koro

History: Rekirar has lived on Mata Nui for over a year, and has done well for himself as a traveling mercenary. During the Rakhshi assault across the island, Rekirar helped defend Po-koro against Makuta’s final attack against the people of Mata Nui. He earned the respect the village and was allowed to join the ranks of the guard. He has been ever vigilant in his duties and seems eager to please.Personality and traits: Intelligent, cunning, ambitious. Rekirar is by-the-book and logical in his duties, takes the rules very seriously and is quite harsh against those who break them, naturally there are always exceptions depending on circumstances, but once he decides you’ve violated the rules, he’ll bring you in. To those he considers friends and acquaintances he is polite and respectful.

Name: Taleen

Gender: Female

Species: Toa

Element: Sonics

Mask: Great Huna, mask of concealment

Powers: Elemental control of Sound, mask power allows complete invisibility.

Equipment: Twin protosteel daggers. She carries small bags of powder that can be used as smoke screen, various vials of poison. Twenty throwing knifes.

Alignment: Chaotic Neutral

Appearance: Typical grey and black color scheme like most Toa of Sonics. Her armor is very sleek and light built, designed to make as little noise as possible. Though it lacks the heavier armor that many Toa use. Her feet are padded in order to further dampen her footsteps as well. She has the look of an assassin overall, a rather pretty one at that.

Strengths: A very deadly assassin, uses her element and mask power to sneak up on her target, striking before they know what hit them. She’s been trained and conditioned to be the perfect killing machine. Even without the use of her powers she’s a very deadly fighter, can kill just as easily with her bare hands as with a dagger. Been known to simply poison her target’s food or drink if the situation calls for it.

Weaknesses: Opponents who have an Arthron or some other means to detect invisibility would give her a severe disadvantage. While she is excellent at taking on single targets, fighting against multiple ones would more difficult, especially out in the open.

Personality: Cold, calculating, efficient, that pretty much sums up her work ethic. She has little use for idle chatter, though she will use it if she finds it to her advantage, or if she's simply in the mood for it. She is very good at manipulating people's emotions. Oddly naive when it comes to socializing and more 'normal' lifestyles'.

Biography: Taleen’s past is rather vague, all that is known about her is that she was trained to be one of the most deadly assassins known on her home island from a very young age. She’s known little else but the life of a killer, simply following her orders and carrying out each mission with efficiency and precision. She rarely failed to kill a target.

Name: Mimira Daring

Gender: Female

Species: Le-matoran

Appearance: Typical Le-matoran build, a bit short for most matoran though, torso is black, arms, legs, and mask are dark green

Equipment: A bag to carry her items in. Le-koran flute, used to summon her Kahu Mistweaver. A sabre with a jade colored blade and golden hilt, has a bandana around her head and a pirate hat.

Foreign Tech/special items: Mimira also wields a special hammer that's weight can be increased or decreased by the user's will. (Approved by Krayzikk)

Alignment: Chaotic Good. Friendly to anyone not scary. Skyra. The pirates of the Infernavika.

Weakness: Being a matoran. Mentally and physically a young child. Incredibly naive, and usually sometimes doesn't do what she is told.

Personally: Mimira is a very young matoran, a child. She's a bubbly, rebellious girl. A very deadly combination.

Pet/Mount: Her Kahu, Mistweaver, is never far off, usually within calling distance.

Bio: Mimira is the youngest of the Darings, and definitely the cutest. She has the same adventurous spirit and sense of complete recklessness the rest of her family seems to share. She has a deep fascination with pirates, enough so that she ended up joining the Infernavika pirate crew, which Skyra reluctantly accepted. So far she has not regretted this decision, and has been having more fun than she ever thought possible aboard the ship, she seems blissfully unaware of just how dangerous being a pirate really is. She has become close friends with Lasinia, who has become effectively like a big sister to Mimira. Lasinia does her best to keep Mimira out of trouble...unless she's the one causing it with her.

Name: Denerium

Gender: Male

Species: Turaga

Appearance: He has orange and white armor, looks like any old Turaga.

Mask: Noble Matatu, Mask of Telekinesis

Element: Plantlife

Belongings: Fruit Stand, complete with various fruit, has wheels and can be converted into a cart that can be pulled by his pet Mukau

Personality: Rather quirky for a Turaga, obsessed with selling his fruit, and when he does have something 'wise' to say he speaks in non-sense riddles.

Alignment: Chaotic Good

Strengths: Rather unpredictable. Tries use his wits and intelligence to get out of dangerous situations. Is also wiser and much more sagely than he appears to be.

Weakness: He is a Turaga, so most fighters could best him easily.

Name: Our prodigious name is none other than Talinka Quine of the expired village Cry-koro.

Gender: We could not fathom why people asked us these inconsequential catechisms, we were clearly muliebrous.

Species: We declined to answer the question. Feeling it was rather contemptuousness of them to discriminate a Toa like us.

Powers: We have slain many antagonists with our magnificent elemental dynamism over crystalline mass. We donned a mask that granted us telekinetic competency.

Equipment: Along with our prestigious endowment of unnatural know-how, we carry a sturdy spadroon that has been passed down by my people for an eon. It is formed from paragons.

We also carry a magnificent armament widely known as a shield. It is also formed from paragons.

We don’t really carry anything else because we discovered that paragons are rather burdensome.

Alignment: We oblige to an all knowing God called Mata Nui, mostly because his competitor turned out to be a fictional visualization and we wondered what was up with that.

We don’t know why inhabitants accuse us of bringing commination.

Appearance: Our armor is rather monotonous, in colors of white and cerulean. Despite our unostentatious appearance we often acquired unwanted observation. We usually glare with our amber circulars.

Personality: We aren’t known for fantastical winsomeness, and frankly we don’t care. We focus on our woeful quest of martyrdom.

Strengths/Weaknesses: We were rather hushed when we thought about how straightforward we were in all matters, and whether or not it was a good thing.

Bio: We told them of how our village of Cry-koro once stood mightily on this rather dull islet. And how after many eons we got bored of conquest and embezzlement and decided to throw a party. We ended up very drunk and forgot to keep watch for unwanted party crashers.

A crazed witch doctor decided that vengeance was in the now and summoned a gargantuan carnivore called the FELINE. It was a really big cat.

In our drunken disposition we had no choice to flee for the caverns as the FELINE started devouring the masses. We ran wistfully to the olden shrine deep underground, where we acquired the legendary paragon weapons. The heathenous gods that dwelled in the shrine were rather put off by this and enclosed us within a paragon.

It was quite some time before inconspicuous miners uncovered the shrine and managed to free us from the paragon. They weren’t sure how long we’d been there but they figured it had been a really, really long time. They proceeded to ask us lots of exasperating inquiries and we quickly grew bored. So we left.

Name: Arisaka

Species: Dasaka

Castle and Clan: Menti Caste, Umbraline Clan

Gender: Female

Mask: Kanohi Pakari, the Mask of Strength

Appearance: Mask and external armor are darker shades of blue that gets lighter on the limbs, golden highlights on the edges of her armor. Has fierce yellow eyes that can look straight through you. She appears to be extremely fit and athletic, plenty of muscle there.

Powers: Dual Soulsword discipline, Arisaka is one of the few Menti to have mastered not only being able to wield one psychophysical weapon, but two simultaneously. Both weapons take the form of a standard sword.

Weapons and equipment: She wears gripped gloves and boots that all her to scale walls and other objects more easily, she has an assortment of crystalline throwing daggers sheathed on each side of her belt, just in case.

Personality: Arisaka isn’t what you’d call a scholar, or one with much of a philosophical outlook. She prefers to get things done with strength and valor, often solving issues with her fists and military tactics. She takes the three virtues very seriously, and finds anyone who dares to break these virtues the worst of scum.

Strengths: Very few can match the handmaiden’s strength or endurance, Pakari or not. In combat she is in every sense a bruiser or berserker, she will overwhelm her foes with sheer strength and relentless attacks. Has a very tactical mindset.

Weaknesses: Brute strength isn’t always the answer. Arisaka isn’t the brightest Dasaka on the block, and as a Soulsword she is particularly vulnerable to the powers of the mind, such as the Willhammers and the Sighteyes. In the heat of battle she may not realise when she reaches her limit, if such a thing were ever to happen to begin with.

Bio: Even at a young age, Arisaka showed great promise as a warrior. Growing up she always proved to be a cut above the rest in every athletic activity, outdoing every opponent she faced in terms of strength and agility. Only the most clever of opponents could hope to match her, cause they certainly couldn’t match her strenght. She was raised by the clan to be a guardian of the royal family, who only choose the best to guard the Imperial Palace.

Name: Xxeth Daring

Gender: Male

Species: Toa

Mask: Kakama, Great Mask of Speed.

Element: Air

Powers: Control over the element of air. Kanohi Kakama grants him the ability to move and run at incredible speeds on all surfaces, far faster than the eye can follow. When using the Kakama, details and features around him blur and fade from view.

Appearance: His armor is mainly a dark slate gray with dark green highlights. His mask maintains the gray coloring off his armor with a dark green stripe going down the middle. His hands, feet, knee and elbows are black in color. He is hooded and cloaked in black, when wearing his hood you can only see the lower half of his face from most angles.

Weapons: Twin protosteel crossbows, he has two types of bolts he typically uses, bolts made of steel or wood. He has also acquired about half a dozen steel bolts that have been hollowed out and filled with photothermic powder or Stralix Powder as some call it. He uses these explosive bolts sparingly, unlike normal bolts they really have only one use, as they tend to explode upon impact. He is also equipped with a machete and several daggers in case he is forced to fight up close and personal.

Alignment: The highest bidder

Strengths: A skilled fighter all around, seems to be fairly proficient with both ranged and melee weapons, he's no amateur. He has full mastery of his mask and elemental powers. Having a rather balanced set of skills, they all seem to be about equal. His natural Le-koroan speed combined with his mask power makes him extremely nimble and a difficult target.

Weaknesses: He trusts no one, and no one trusts him. He has next to no friends and if he was put into a real bind chances are no one would help him.

Personality: A mercenary by trade, he is willing to do nearly anything as long as he's paid well. He also takes his chances of survival into consideration. It wouldn't be unusual for him to switch sides if it would benefit himself. He has a rather brash arrogance about him that make most people rather dislike him. Will say what is on his mind no matter who he's talking to.

Biography: Younger brother of Skyra Daring, older brother of Mimira Daring. He's what you'd call the black sheep of the family. Skyra herself wants nothing to do with the son of a gun, having played a rather large hand in his banishment from the koros, due to his working for the followers of Makuta for some coin. To this day he resents Skyra greatly and if given a chance would ruin her if he could.

Name: Wraith

Gender: Male

Species: Toa

Mask: Kanohi Iden, The Mask of Spirit

Element: Ice

Weapons/Powers: Controls the element of Ice. Has the Kanohi Iden, and therefore can leave his body and become a spirit. Has a crystalline, nearly transparent sword designed to resist extreme temperatures.

Appearance: Main body color is white, with silver Iden shaped mask and armor. His eyes glow light-blue, to look into them is like looking at the soul of someone who has seen much, knows much, and yet has little.

Equipment: Almost transparent sword made of some sort of crystalline material, it's an impressive sword that legends say is virtually unbreakable. Whether it's true or not it's certainly an impressive weapon.

Alignment: Lawful Good

Strengths: Wraith as spent much of his life mastering his element, becoming one with the ice and snow, to the extent that he has achieved what some call elemental transcendence. He's not bad with the blade either.

Weakness: Fire, anything particularly effective against ice. A loner, he tends to wander off alone into the wilderness.

Personality: Aloof, quiet, calculating. Pretty much your standard Toa of Ice. His show of emotion is rare, though he cares deeply for Ko-koro.

Bio: A rather quiet Toa who spends much of his time in the cold wilderness of Ko-Wahi and Mt Ihu. Wraith has long been a ranger of Ko-koro, patrolling it's outskirts for any apparent threat to the village. He's been missing for months, though the truth is he's merely been meditating on Mt. Ihu, trying to be become closer to his element than ever before.

Name: Oceanna Gallywix

Species: Toa of Earth

Mask: Kanohi Kadin, the Mask of Flight

Appearance: Oceanna isn’t particularly muscular for a Toa of Earth, she has a more average built, not really skinny or thick but somewhere in between. Rather average looking by all accounts, though she isn’t looking to win a beauty contest anyway, her arms and legs are adorned with tattoos and very few people have seen if she has any elsewhere. Her body color is mainly black, though her mask and highlights are purple, she has those typical dark green eyes you’d expect from an Onu-Toa.

Gender: Female

Powers: Elemental control over the earth, mask grants the ability to fly.

Equipment: One massive, proto steel guitar. It’s heavy and metal, she can play music and bash people’s faces at the same time, neato.

Strengths and Weakness(es): She’s more of a lover than a fighter, her main strategy in a fight is to ensnare her opponents into the earth and bash their heads in with her guitar, if that doesn’t work she runs(or flies) like ######.

Alignment: Chaotic Good

Personality and traits: She’s very eccentric about her music, always humming or playing some sort of tune. A bit absent minded, often lost in her own world, trying to find the perfect melody. She’ll go to extreme lengths to spread music across the island.

History: After a fight with her family involving soap or some ###### like that Oceanna ran away from home and set out to make a living as an artist. So far being a solo guitarist hasn’t really paid the bills so she’s looking for potential members for a band. She can’t really sing so she’s hunting for someone with a really rocking singing voice.

As stereotypical as it is, I'm doing another being with amnesia washing up on Mata Nui.

Name: Ogeka, "The Castaway"

Species: Po-Matoran

Gender: Male

Alignment: Wealthiest customer

Mask: Black scoped Noble Iden

Tools: Ogeka has two blades charged with an unknown power, although he usually only keeps one around. He is also extremely inventive and able to design practically anything and use it.

Appearance: Ogeka is a brown Po-Matoran with black armor and a black Noble Iden with a scope he uses while inventing. His body seems unbalanced and twisted with mismatched armor from the many times he's rebuilt himself. Image coming soon!

Personality: After washing ashore on Mata Nui, Ogeka has quickly discovered his gift for inventing, and it has made him extremely proud. He also has become extremely paranoid, convinced someone is out to steal his ideas or even him. His brash personality often conflicts with the order of the Po-Koro Sentinels, and he's started a bit of a rivalry with them.

History: Beyond washing ashore on Mata Nui after a storm, Ogeka can't remember anything. Due to his inventive skills, however, he has opened a shop, Ogeka Tech, in Po-Koro, although some rumor he is doing secret deals with the darker side of society. He currently plans to take his small, little noticed business onto the road in a Po-Koro Trade caravan.

Weaknesses: Although Ogeka seems strong and proud on the outside, in actual high pressure situations, he's just another coward. Even if he had everything on his side (which he could if you gave him the time and materials), he would still cave before the slightest threat.

[color=#dda0dd;]Name: [/color] Uitad, "The Broken," "The Wizard"

[color=#dda0dd;]Species: [/color] Qa-Toa (My prefix for Crystal)

[color=#dda0dd;]Gender: [/color] Male

[color=#dda0dd;]Mask: [/color] Volitak

[color=#dda0dd;]Tools: [/color]Elemental power of crystal, albeit weakened from becoming a test subject to many experiments. His usual use of it is to make tiny, sharp darts or crystal traps. He currently has no Toa Tool, although he often creates weapons out of crystal when needed. His favorite form is a bladed staff that he often uses as a walking stick because of the pain he still suffers.

This guy won't be appearing for a while, so read on if you want to ruin a big surprise.

[color=#dda0dd;]Appearance: [/color] Hard labor has worn his once gleaming silver and trans-purple armor into a rusted and dull grey, and an unprepared rebuilding, while saving his life, has left him with a mismatched frame and armor of all styles covering him. His powers have also produced crystals covering his armor, prominently large, dull ones on his back and elbows, after becoming a test subject for an elemental amplification device built by his Master's slaves. His Volitak is also of an unusual style, but also broken, cracked, and chipped with battle scars. Image coming soon!

[color=#dda0dd;]Personality: [/color] After centuries of serving under his Master, all traces of mercy he may have once have has been driven from him. Now, he is sadistic and insane, although he continues to execute his missions with a bit of flair, earning his title "the Wizard." He is utterly loyal to his Master, knowing that if he ever fails him, he will go back to the slavery he once was in.

[color=#dda0dd;]History: [/color] Uitad once was a regular Toa protecting a far away land, but was grievously injured in a Rahi attack. The resident Matoran brought him to a warlord from a nearby land, begging him to heal their Toa, in exchange for extending his power over their land, which he did, but then forced Uitad into bondage for centuries. Eventually, the warlord had some...loose ends to clean up, and found the benefits of having a Toa on his side, bringing Uitad from his bondage and turning him into an agent. Uitad has traveled through the known universe many times over in his quests, but his latest one brings him to Mata Nui, where he has been sent to hunt down Ogeka and get him back to his Master.

[color=#dda0dd;]Weaknesses: [/color] Uitad seems nigh unstoppable when chasing after a target, but that also leaves him with tunnel vision, where he is so focused on achieving his aims that he ignores everything else. He also loves to bring a bit of flair into his successes, which can leave him in dangerous situations when there could be an easy way out. His lack of a Toa Tool can render him ill-equipped for surprise melee ambushes, but he can usually form a weapon fast enough to not be severely injured.

Edited by Click, May 18 2013 - 01:13 PM.

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"True strength cannot be mimicked. When the time comes to make the hard decision, your strength or weakness is revealed." - Fang

"H-honor is not t-t-to b-be set aside f-f-for w-when it is needed m-most." - Root

Appearance: Jaller is a strong, athletically built Matoran, mostly red and yellow in color. He walks with the discipline of military background clear in his steps. Jaller generally holds his face in a mask of calmness and focus, even if what lies behind it is stirred by irritation at insubordination or danger.

Personality: Jaller has excellent self-control over his emotions unlike many of his fellow Ta-Matoran. He can generally keep his temper under control and is known by all for his courage and responsibility. He has a strong sense of justice. Jaller leads his village firmly, but believes in leading with an ear open to suggestions.

Biography: Jaller served as the captain of the Ta-Koro guard when Vakama was the village’s Turaga. He distinguished himself in combat against the forces of Makuta on many occasions, and his restructuring of the Ta-Koro military was crucial in keeping the Koro safe. When news of Vakama’s death reached Ta-Koro, the citizens of his village almost unanimously supported Jaller to take up the Turaga’s mantle.

Weaknesses: Being a Matoran, Jaller can be overcome physically by most other species of beings in contests of brute strength.

Name: Tarnok

Species: Matoran

Gender: Male

Mask: Kanohi Kualsi (Powerless)

Powers: N/A

Equipment: Knives; Protosteel saperka; repeating crossbow

Appearance: Like most of those with his element, Tarnok is taller, bulkier and more muscular than the average Matoran. His naturally black armor is largely covered by an external set of gunmetal gray armor, one carefully crafted and issued to all of Ussalry Seventh. It’s closer to plate armor, designed for maximum protection and maximum mobility. A large knife belt encircles his waist, and a crossbow is almost eternally slung across his back. His powerless Kualsi is usually set in an impassive mask.

Personality: Usually quiet, though tends to speak at length when a conversation is initiated. Possesses a very strong sense of Duty, and a determination to keep his village safe. Tarnok tends to be skeptical of Toa claiming to be heroes, and demonstrates little fear of beings far larger and more powerful than himself.

Biography: Tarnok started life as a simple miner, and were it not for a series of unfortunate events, he would have remained one. He joined the Ussalry and was assigned to Ussalry Seventh under the command of Sulov Koskium. During that time, he participated in the Hive battle and acquitted himself reasonably well. In the months following Sulov’s exile he fought off several marauding Toa, went toe to toe with a Valkyr, and fought Whenua's assassin to a standstill. He effectively organized the defense of Onu-Koro in the face of the impending Rahkshi assault, and fought in the battle that followed. After Makuta's fall, little has changed: the restructuring of the Ussalry left him bereft of his former squadron, with many former comrades promoted above him. As a result, his already limited socialization has decreased.

Weaknesses: Tarnok is only a midget in a world of tall people and as such has less reach and zero access to physics-defying powers.

Name: Krayzikk

Species: Toa

Gender: Male

Mask: Kanohi Kualsi

Powers: Due to his physical abnormalities and harsh training regime, Krayzikk is quite powerful, albeit not to the level of a Pakari-user.

Equipment: Morning star; longsword; knives; knuckledusters

Appearance: Krayzikk was born towering over the others. Most Toa come up to his lower chest, and the size difference is only punctuated by his physique. He is far more muscular than most, having trained himself to the peak of his already significant physical ability. His armor is gunmetal gray with lighter gray accents, his eyes a startling serious blue. He is seldom seen without his weapons, though he it is rare to spot him in general.

Personality: The Titan is very much not what one would expect from his appearance. He’s clever, though not exactly booksmart, and very, very quiet. Largely in solitude in recent times, his sense of humor nonetheless remains, and tends to appear in the form of occasional quips and remarks during his few interactions. He tends towards a rather serious demeanor, but if one manages to work past that, it is readily apparent that stoicism is not his natural behavior.

Biography: In his youth, Krayzikk trained underneath a Toa named Song, whose teachings were quite harsh and unorthodox. Later on, he would find himself at the former Ta-Koro Guard Hospital, where he met the doctor Riaril. They were quite close, and following her death at the hands of the Mark Bearer Frieza, brought the latter to justice on the snowfields of Ko-Wahi. He would settle in the village of ice, serving as its protector to this day.

Weaknesses: Krayzikk has no elemental powers.

Name: Nihonei

Species: Dasaka

Caste and Clan: Toroshu of Clan Eiyu

Gender: Female

Mask: Kanohi Volitak

Powers: Nihonei is an incredibly skilled Sighteye. She usually uses her abilities to educate, but can turn them upon enemies in order to support her allies.

Equipment: Wakizashi; katana

Appearance: Nihonei is of slightly shorter stature than most, and she wears a set of carefully crafted crystalline armor, its quality and appearance befitting a Toroshu. Despite her almost motherly nature, Nihonei is still in the prime of her life, and her movements belie her athleticism. She did not, after all, retain her seat as Toroshu by being incapable.

Personality: Despite her stature, she is a very kind and friendly individual to those of the lower castes, with the near constant kind smile on her face a testament to this fact. Rarely subscribes to the clear hierarchy of the empire, though she respects others for their adherence to tradition. Tends towards more passive behavior, barring exceptional circumstances.

Biography: Nihonei was born into the Eiyu clan, taking to their teachings like a fish to water. The near-infinite possibilities of the Sighteye discipline attracted her during her early studies, and upon undergoing training in Twin Souls, utilised her abilities effectively alongside her Soulsword partner. Her partner would mysteriously disappear, but as the Toroshu of her clan, Nihonei has never acknowledge the departure. She is an able leader, her leadership bringing the Eiyu into an age of prosperity.

Weaknesses: Nihonei is not an offensive fighter, performing better in a support role.

Name: Sinshi

Species: Dasaka

Caste and Clan: Menti of Clan Umbraline

Gender: Female

Mask: Kanohi Calix

Powers: Dual Soulsword Manifestation (Tiger Hookswords)

Equipment: Rapier

Appearance: Sinshi is slightly taller than the average member of her species, a trait evident from her straight posture. Her armor is a regal blue, accented primarily with touches of silver (although her pauldrons possess tints of brass-like gold). She wears the best crystalline armor she can afford, and tries to ensure that the details are in the same silver as her mask. When not in armor, she tends to wear robes accented with purple, and on other occasions, a dark blue coat with the Umbraline insigna in purple. Her Kanohi is a blue a few shades darker than her armor and accented with a simple silver. Though she would never describe herself as such, she is rather pretty when not scowling.

Personality: Quiet the majority of the time, bordering on stoicism, Sinshi is actually pleasant when she opens up. Driven to succeed, and thus earn her family honor, she makes no attepts to disguise her distaste for those in positions they haven’t earned.

Biography: Generations ago, Sinshi’s branch of the Umbraline clan was held in high regard, superior to all but the royal family itself. Yet now it is a mere shadow of its former self, a laughingstock behind closed doors. It is this that drives Sinshi’s every action, for her entire life is devoted to reclaiming her family’s past glories.

Weaknesses: Sinshi is easily enraged by insults to her family, and rarely manifests her Soulsword unless her safety or the safety of others is threatened.

Name: Kagesu

Species: Dasaka

Clan and Caste: Menti of the Eiyu Clan

Gender: Female

Mask: Kanohi Sanok

Powers: Kagesu is a Sighteye capable of confusing opponents with her illusions.

Equipment: Uchigatana; Kunai x2; Shuriken; Smoke Bombs

Appearance: Kagesu has a slim build, not one that is expected of a warrior. Her natural armour is far darker than usual, a mere shade above the deepest navy. She has a tendency to wear plain and lightweight crystal armour, which is nearly indistinguishable from what is worn by low-ranking Menti. More often than not, she can be seen with a belt wrapped around her waist, one that holds an odd mix of devices and tools uncommon to the archipelago. Her mask is shaped not at all dissimilarly to a Kakama, but the hard edges have been softened, sharp angles turned into gently sweeping curved planes.

Personality: Kagesu prefers to go unnoticed when possible, as attention interferes with her preference for a quiet environment. Quite well spoken when she chooses to speak her mind, she’s well versed in various forms of study. Prefers to avoid physical conflict, but will push back when pushed too far. She’s a master of stealth and a crack shot as well.

Biography: Kagesu was a born a week and feeble child, traits that she would carry into her youth and beyond. Her frailties limited her endurance, and she struggled greatly with even the most basic of training. Constantly beaten by her fellows, all that she possessed was her mental acuity and growing aptitude as a Sighteye. Yet even so, she persisted, recognising that the modern fighting styles did not suit her. With the assistance of a librarian, she took to the vast Eiyu library, discovering an ancient combat style that suited all her needs. Slowly but surely, she soon mastered the art, finally excelling over those who had once defeated her. In the present day, she works closely with her partner Masuyo, honing her skills, although much of her time is dedicated to the pursuit and compilation of knowledge.

Weaknesses: Kagesu is not physically strong, and is immobile when using illusions.

Appearance: Eisen is tall and athletic, possessing highly defined muscles and heroic proportions. His base color is gunmetal gray, highlighted by accents and patches of black and silver. His forearms bear ornate gauntlets with shining silver edges. His boots are steel-toed and crafted from fine Kane-Ra leather. Complementing his choice of armour is a long black cloak that nearly extends to his knees. His mask is unfamiliar and angular, with two protrusions jutting out below his chin almost like those of a Kanohi Kualsi, while the rest of mask rises and angles back into a sleek crest. With his deep green eyes, there is an alien feel to his almost-handsome face.

Personality: Surprisingly well-read and spoken for such a physical combatant, Eisen prefers word economy when talking normally, but tends to grandstand when the situation calls for it. He has an adept tactical mind, though he lacks the innate cruelty often displayed by those on his side. He possesses a different system of morals, believing that what is beneficial to one will almost always harm another, and vice-versa.

Biography: Eisen was originally a mercenary roaming the island in search of work, dealing with a range of tasks that included guarding caravans and fighting Rahi to less savory ones. While he avoided the spotlight and rarely went by his name, he garnered a reputation amongst circles familiar with him for always completing a task to the letter, so long as he was paid. On the one occasion where he was denied payment, he took vengeance with the same efficiency in which he performed his duties.

The skills he displayed drew interest from the Followers of Makuta, who decided to recruit his service. At first, Eisen did not know who he was working for, but as time went on, the truth was revealed to him. Their goals made sense to him, and soon he became one of their most skilled operatives. Yet despite his new occupation, none but his employers knew of his capabilities and whereabouts, for nobody lived to report them.

Following the fall of the Makuta, Eisen returned to his home in the wastes, becoming more and more dissatisfied with the island’s new status quo.

Weaknesses: Eisen lacks long range capabilities and is unused to his lack of Calix.

Appearance: Standing at roughly average height, Liara cuts a fairly striking figure. Her armor is naturally a deep shade of green, accented by bits of earthy black. A clean white lab coat covers her at all times and a small leather belt with pouches is fastened around her waist. She dons leather boots when outside. Her blue eyes glint behind her Miru-shaped mask.

Personality: Though caring, Liara’s wit is often sharper than what inflicted the wounds she heals. Friendly enough when she warms up, her bedside manner often belies the concern she has for her patients.

Biography: Liara’s past is shrouded in mystery. Somewhere down the line, she ended up joining a group of mercenaries as a thief and medic. Although she wasn’t fond of the job, it wouldn’t be until her meeting with Skyra in Ta-koro that finally convinced her to leave. Over the next few months, she would find herself numerous friends, settling in one of their homes in Ga-koro. Yet things began to fall apart, leaving her destitute. With nothing left for her, she decided to start anew, setting up a clinic that continues to this day.

Weaknesses: She is not physically strong.

Name: Saeva Sareta

Species: Toa

Gender: Female

Mask: Kanohi Kadin

Powers: Elemental Power of Fire

Equipment: Sword; Trench Knife; Knife

Appearance: Sareta is a few inches taller than the average Toa, with a medium build. At a glance, she appears to be a merchant or server. Most of her body weight is in the form of toned muscle, a fact that more than one opponent has learned the painful way. Her armor is a deep crimson, accented by splashes of lighter color and touches of black. Her face seems practically built for grinning, her most common expression. Blue eyes are set behind a black Noble Huna-shaped Kadin, and much of the time she seems irrepressibly cheerful.

Personality: An enthusiastic brawler, Saeva enjoys seeking out new and more challengng opponents. Though her temper can often be evident, it rarely reaches true anger. Impulsive, with a fondness for making the most out of every fight, she is however a surprisingly decent tactical mind.

Biography: Born to a pair of Ta-Koro merchants, Saeva spent her days either working in her parents’ shop of satisfying her curiosity and pushing her boundaries. With the village’s tendency for trouble, she found herself involved in the occasional brawl, and attempted to take her experience with her into the Guard. However, disagreements prevented her from doing so, and with the consent of her parents, she found herself travelling the island. She eventually arrived at the Crucible in Ga-koro, combating all who challenged her until she met a certain Toa of the Green. They soon established a vitriolic relationship, and left the fighting ring for greener pastures.

Weaknesses: Saeva tends to make her own battles harder by not using her powers in order to challenge and enjoy herself.

Name: Song

Species: Toa

Gender: Female

Mask: Kanohi Kakama

Powers: Elemental Power of Lightning

Equipment: Rapier; Daggers x2

Appearance: Song is hard to miss. Taller than most of her species, she tends to be armored in striking yellows and silvers, though the former are muted slightly in tone. Where once she wore heavier armor, she now tends towards simple weather-resistant attire, such as all-weather coats and boots. Her mask, a Kanohi Kakama, is a sterling silver, the green eyes behind it filled with an amused light. Buckled at either hip is a well-crafted dagger, a lightning bolt inlaid on the hilt. On her left is the sheath for a rapier.

Personality: Sarcastic at every turn, Song often seems apathetic towards the state of her companions. Given her fondness for fighting, an enemy might even say “mildly sadistic”. These facts are partially true; it is not easy to get into her good graces, but she is quite protective of those she genuinely cares about. Though she won’t admit it.

Biography: Originally a teacher of some renown, Song grew bored of her previous life. Seeking some kind of adventure, she enlisted with the Infernavika under Captain Raknar. Her pirate career lasted for the majority of his time on the ship, and when he left it, so did she. The two dropped off the radar for some time, but eventually surfaced sometime after the destruction of Xa-Koro in a new ship, The Southern Charm, serving as the First Mate.

-Vambraces, carefully designed with the densest material available. Meant to blend in as part of her standard armor, but reinforced enough to, if necessary, block a limited number of blows.

-Katana sheathed at either side of her waist, a smaller wakizashi just below them. (Katana x2, wakizashi x2).

-Straight short sword, sheathed horizontally at her lower back.

-Dagger in a sheath on her left thigh.

Appearance: Of average height and athletic build, Masayoshi is armored in the same material as most Menti. Her armor is deep blue, with faint accents of pale gold most notably on her body upper arms. On most days, she keeps only the dagger sheathed to her left, only donning her more apparent equipment when the situation calls for it. Her cane is, without exception, held easily in her right hand. Her Kanohi Arthron is shaped like a sleek Kakama, her visage almost pretty but for one thing; the carefully crafted, nearly opaque, crystalline visor slotted into place over her eyes. Very notably, her attire is completely devoid of both the Umbraline’s colors, and their sigil. making it difficult to place her within a clan on sight.

Personality: When one thinks of the Imperial Executioner, one thinks of the stoic, level headed mountain of a Dasaka that occupied the position. His bodyguards are a mere afterthought, silent shadows to the mighty Umbraline.

Masayoshi very much subverts that expectation. While quiet in the presence of the company she often finds herself with, this is only to avoid drawing too much attention to herself. When she starts talking, she’s a very cheerful and enthusiastic conversationalist. Remarkably casual about her own impairment, it’s shown only out of public sight that she’s not half as disadvantaged by her impairment as she lets on.

Biography: Masayoshi was considered one of the best up and coming Menti while training. She used her Mindarm abilities and her Kanohi Calix to, at least among her peers, almost unparalleled effect, weaving in and out of her opponent’s attempts to strike her and dealing out her own from every angle, both with limb and mind. To her pride, she had attracted both attention to her own skill, and attention to her family. Given the nature of the Yards’ methods, pairing students of roughly equivalent skill to spar, she found herself pitted quite often against those supposedly her betters, not the least of which were a handful of First Sons. Rarely did their pride escape intact, and one in particular was consistently enraged by the “nobody upstart”. Himself a Soulsword of considerable ability, the duo sparred often, both due to the instructor’s intentions and her opponent’s own desire to humble the young Umbraline. Sparring in the Yards, particularly with Soulswords and live weapons, was mandated to be strictly light touch, if there was to be weapon contact to the body at all. Near the end of their training, when such bouts became permissible at all, the two fought yet again; it seemed to be much like their other bouts, until, somehow, her opponent’s Soulsword bypassed her guard and connected with her face. Only her Calix prevented it from connecting perfectly, but even then the blow shattered her Kanohi and left a deep wound horizontally along her face.

The healers responded slower than usual, resulting in a single outcome; while most of the damage could be healed, there was nothing that could be done for her eyes. It had taken too long to get her to a skilled enough Sana user. They managed to restore the appearance of her eyes, even a limited degree of functionality, but she would never be able to see. The Umbralines treated her well, even gave her a comfortable job back at their estate, but it immediately became clear that it was as much to sweep the issue under the rug as it was to treat her with respect. The duties she performed were formalities, and the First Son never faced an investigation into the event. It was in her new position that she stayed, for a good many years. She steadily adapted, using her new Kanohi to replace her lost sight, slowly regaining the independence she had once had. All the while, she trained. Trained to regain her skill, to somehow compensate for her lost sense.

Eventually, she attracted the attention of the Imperial Executioner, on one of his visits back to the Umbraline estate. An offer was, after a time, made; Rayuke offered to give her a position as his assistant. She accepted quite quickly, and returned to the Imperial Palace for the first time since completing her training to take on her new duties, despite the whispers behind closed doors.

Weakness: Masayoshi is blind. If she were to uncover her eyes she would be able to see varying levels of light, but she is almost completely blind. Though her Arthron easily compensates for this, if one were to find a way to bar her access to its powers, she would once more be rendered without sight.

Name: Hanabe

Species: Dasaka

Gender: Female

Caste and Clan: Menti, Eiyu

Mask: Pakari

Powers: Great Mask of Strength, Sighteye Discipline

Twin Soul Partner: Eiyu Vinyani

Equipment:

-Heavy Crystalline Bracers, designed to block strikes from weapons

-Ovoid shield

-Bo staff

Appearance: Standing at only slightly above average height, though even that makes her markedly taller than her partner, Hanabe possesses a notably fit build. Her armor is naturally a hue darker than the species average, highlighted with rich gold. Her posture, without fail, is restrained and polite, her body language giving little away while in the public eye. Her muscle tone is most often hidden underneath both her crystalline armor, as well as the less formal (and much more comfortable) attire often worn by the Eiyu’s scholars. The emblem of her clan is carefully pressed and dyed into the collar of her crystalline armor. Notably the crystal is much thicker on her arms, resulting in slightly exaggerated shoulder pauldrons and thick, heavy bracers. Her Kanohi Pakari is navy blue, by far the darkest shade on her person, with gold detailing of the same shade as her armor.

Her shield is usually carried on her back, while her staff is usually in her hand.

Personality: Quiet and soft-spoken, Hanabe often gives the impression that she has little to say. Her voice seldom rises in volume, nor does anger often color her tone. The truth is that she is actually very opinionated, but carefully censors and filters her statements to prevent causing affront. Her emotions are kept contained, buried behind walls of self control.

Hanabe is, in fact, a caring person and the misuse of power is a sure-fire way to earn her disapproval, whether you realize it or not. Such a situation she also considers to be one of the few times that force is permissible.

Biography: Hanabe was born when Yusanora’s reign had already long been running, well after the last Fursic uprisings. She has never known any world but that of a peace lead by Yusanora, though she is aware of the unrest in previous generations. She was an innately curious and stubborn child, and never failed to voice her opinions. If she felt something wasn’t right, she acted. If she was displeased, people knew. She wasn’t particularly quick in developing her powers, admittedly.

In fact, she first tapped into her Kanohi quite by accident. On a trip to Sado with her mother, she saw a Menti berating an ashen-face Saihoko. She watched for a few moments, curiously, until the Menti materialized a Soulsword. Without thought she had, as a young child, burst forward and with a running jump slammed her fist into the Menti’s face. The older warrior was both knocked to the ground and thrown back by the force of her accidental usage of her Pakari, and it was only the intervention of her mother that prevented the situation from escalating further. Nevertheless, the incident horrified her; not just that a Menti had been so close to abusing her power, but that Hanabe had so easily misused her own.

A marked change came over her from that day. From that moment on her mannerisms became increasingly more subdued, almost withdrawn, with no signs of reversing the trend. Finally, one day, her mother sat her down to talk to her. Hanabe’s explanation was simple; she refused to mistakenly use her powers in such a way again, or use her powers the way the Menti had been about to. Power was a Virtue, but its use was not.

Nothing dissuaded her from this path, and as a result, she was very unremarkable during her training at the Yards. Average in every way, in fact. When the Eiyu were recalled for Twin Souls training, she was one of the few left without an easily chosen partner. By the Toroshu’s suggestion, she was paired with the trickster Vinyani.

Weakness: Hanabe, when she fights, is a primarily close range combatant. Additionally she will always act with only the bare minimum of force necessary, preferring to defend and incapacitate than cause permanent harm.

Name: Skrihen

Species: Toa of Plant-Life

Gender: Female

Mask: Pakari

Powers: Control over plant-life, as well as her Mask of Strength.

Equipment: A large zweihander with a secondary subhilt and handle above the main crossguard, carried on her back. Crossed opposite it on her back is an Acurahk staff, taken from the Hive battle two years ago. A reasonably sized dagger and a survival knife are secured to her left hip, and a small crossbow to her right.

Appearance: Roughly average height, Skrihen’s armor is colored the muted hues of an evergreen forest in winter. Pale greens accented by light gray, she is at home in most of the island’s forests. Her personal colors are contrasted by the stark black of the waist length jacket she wears, and the well-kept silver of her weapons. Her Pakari is a slightly darker shade of pine green than her body, and her gaze is tempo teal behind her Kanohi. She usually carries a small bag of supplies with her.

Biography: Skrihen’s past isn’t entirely clear. There isn’t much of a trail, of people she knew or places she’s lived, but a general idea can be formed of who she was. For much of her life Skrihen looked out for number one, without much regard for anyone else. Their well-being was their problem. Somewhere along the lines she was burdened with the Mark of Joy, a Mark she had to feed on a daily basis. Her path, rather unintentionally, brought her to the Island Liberation Front’s Pala-Koro just in time to participate in the Hive Battle.

After that… She stuck around for a while. She was a regular member of the ILF for the rest of their (admittedly short) duration of existence, and manned the village’s bar when its owner left. The culmination of events beyond her control took her Mark from her, and she returned only just in time to defend the village against the Followers of Makuta.She helped to defend against the Rahkshi during Makuta’s fall, and eventually left Pala-Koro for parts unknown. Most of her time since then has been spent traveling the island, taking mercenary work from time to time.

The fall of Ko-Koro has proven to be the first event to truly draw her attention since the fall.

Weakness: While normally an agile being, Skrihen’s zweihander severely limits her mobility when she uses it. Her Pakari enables her to move without too much effort, but she still experiences a drawback in her speed. This is not an issue when using her other weapons. Additionally, the physical nature of her element means that she uses more energy when using it in an area without much plantlife.

Appearance: Krayn stands taller than most of his species, though it is not immediately apparent. His armor is the natural gunmetal gray and silver of his element, though the former is more prevalent in his armor than the latter. He wears a black Sanok. His eyes, behind the mask, are dark green in color, and often unreadable in expression. If it's true that the eyes are the window to the soul, then Krayn's soul is very guarded indeed. He is seldom seen without his dark gray coat, made of a material light enough to be breathable, but still thick enough as to be effective in the wastes of Ko-Wahi.

Biography: Krayn was a member of the Gukko Force for an extended amount of time, serving alongside, and later under, Commander Daring. His path brought him into encounters with the Mark Bearers, pirates, criminal syndicates, and included time serving as a member of the Aggressors. Her served on the Fowadi for a time, and was stationed in Po-Koro as a go-between for the Force and the Sentinels. He has since resigned his position as a Lieutenant of the Gukko Force, and is presently a civilian.

Weakness: Like all De-Toa, his hearing is especially sensitive. He usually tones down sounds entering his audible range, but this fact can still be exploited with effort. He also is not an exceptional hand to hand combatant, without the technique of trained martial artists. He instead relies on pragmatic military maneuvers.

Edited by Riku Tryon, Apr 02 2015 - 09:26 AM.

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On this eve, the thirtieth anniversary of that first colony, many are left to wonder; is the world fast approaching a breaking point?

Powers: Lux possesses enhanced strength, speed and agility for ten minutes when his Parakuka is "activated."

Mask: Powerless KakamaEquipment: Lux carries a claymore and the staff of an illusion Rahkshi, along with a few odds and ends in an over-the-shoulder satchel. Amongst which is a Toa Stone procured from the Po-Koro Dark Walk. (Approved by Krayzikk)

Appearance: Lux is tall and muscular, his powerful frame contrasting with his boyishly handsome and straight-up adorkable face; green eyes glitter with shy curiousity, with a small scar over his left eye. His armour is muted yellow, with a dozen strange symbols engraved into his chestplate, covering a diagonal surgical scar from his hip to his shoulder. His left leg is slightly twisted, and the mottled green Parakuka on his back gives him a pronounced hunch.

Personality: Lux is a nice guy; generous, humanistic, and surprisingly brave when it counts. He might be insecure, awkward, and increasingly bitter and resentful about his poor lot in life, but that doesn't stop him from trying to help as many people as he possibly can. He's also an amnesiac and a bisexual (though the two aren't related).

Biography: Most of Lux's memories stop before the fall of Makuta, and in desperate search of clues to his past life, he took up wandering the island with the vivacious Melna and the enigmatic Day; that ended up with him getting latched with a Parakuka and walking straight into the Dark Walk on an insane rescue mission. However, to the surprise of everyone (not least himself) he managed to slay a Rahkshi and make it out of that hive of scum and villainy alive.Weakness(es): Lux possesses few actual combat skills, and his relative innocence and naivety can lead him to be easily manipulated.

-The Wild Animal-

Name: n/a

Species: Parakuka

Gender: Masculine / Unknown

Alignment: Chaotic Neutral

Powers: Having no powers on his own, he can only bestow enhanced strength, speed and agility to his host for ten minutes at a time.

Appearance: A fairly young Parakuka, whose skin is mottled green. He looks vaguely cute, in an ugly sort of way.

Personality: In truth, he has very little true personality; he's based most of himself off of the opposite of Lux's personality. Where Lux is peaceful and friendly, his Parakuka is spiteful and violent, loving a good fight and hating most things that aren't him or attractive females. The only element that his truly his is his fear of the Makuta.

Biography: A fairly young Parakuka which bonded with Lux Saran in a cave. He quickly came out of his shell in the Dark Walk, helping his host to demolish a Rahkshi before reverting back to being an unlikeable prick.

Weakness(es): The Parakuka is helpless without a host, being little more than a slug. He also happens to be incredibly unlikeable.

Appearance: Lean, muscular, looks every bit the brawler. Teal and yellow armour. Covered in scars. Green eyes and a surprisingly pretty face. Personality: Snarky, hot-blooded, loyal, friendly. Serious determinator; heroism is like muscle memory for her. Serious alcoholic and a bit of an adrenaline junkie. Strong moral compass. Desperately seeking purpose in her life.Biography: A heroic warrior from a strange land, Plagia and her brother were shipwrecked and separated months ago on the shores of Mata Nui, and for the past few months she's been drinking, fighting, making friends, and losing friends as she wanders across the island.Weakness:Doesn't always think things through. Not very creative in battle.

-The Ne'er-Do-Well-

Name: GunnerSpecies: Toa of Air

Gender: Masculine / Male

Alignment: Chaotic Neutral

Powers: Gunner wields great control over the element of air and possesses the power of levitation through his Kanohi.

Mask: Miru Equipment: Gunner carries a broadsword slung over his shoulder, as well as a backsword at his hip which, through properties unknown, does not rust or dent or wear with time.

Appearance: Gunner is tall and lean, with a handsome face and regal posture marred only by a certain lanky proportioning. His cheekbones are sharp and his eyes are as black as water at the bottom of a well. His armour is grey-green, but rusted and pitted with time, and he wears a black overcoat most of the time.Personality: Snarky prick. Good at insulting people. Poor impulse control. Working to be nicer to people, though. Largely unambitious. Smart cookie. Expert on liquor. Open to experimentation nahhmean.

Biography: Has a tragic backstory that he doesn't like talking about. Currently works as both Quartermaster and First Mate aboard the pirate ship Infernavika. Weaknesses: Can underestimate opponents and overestimate himself. Doesn't always realize when he's insulted people. Lacks brute strength.

-The Less-Famous Simul-

Name: Rynekk Simul / "Libero"

Species: Toa of Stone

Gender: Masculine / Male

Alignment: Lawful Good

Powers: Rynekk possesses elemental control over stone, and his Kanohi enables him to move at superhuman speeds.

Mask: Kanohi Kakama

Equipment: Rynekk wields a simple protosteel hatchet and a peculiar axe which blunts when held by an enemy. (Approved by Krayzikk)

Appearance: Rynekk is a stout and strong individual, built almost like a tank. He's donned a set of bronze armour for his latest mission in Ko-Koro, which is scuffed and dented while being more form-fitting than his last apparel. A delicate silver sigil of a fox's head is emblazoned on the left of his chest plate, and he wears a ragged black cloak.

Personality: Although outwardly jovial and outgoing, Rynekk is secretly plagued with guilt and apprehension about his time as a worshipper of Makuta, which often drives him to rashness and emotional instability. He wants nothing more than to be a hero again, and although he still retains a degree of his old sense of morality, it has been warped slightly by his recent past.

Biography: Once a great hero on his home island, when his boat crashed upon the shores of Mata Nui, a lost and confused Rynekk ended up donning an Infected Kanohi and joining the ranks of the worshippers of Makuta. Only upon encountering his sister, Plagia, did he manage to turn his life back around, leading him to join the Po-Koro Guard as a way to atone for his past crimes. Recently on leave after an incident regarding the sociopathic father-son team of Mephiles and Stendhal, he has found himself heading into the rat's nest that Ko-Koro has become to find information on the hostages there.

Weakness: Rynekk lacks speed and agility without his mask, and his inner turmoil over his crimes can lead him to be emotionally unstable.

Appearance: Slim, muscular, built for strength and speed. Grey and copper armour with blue accents and the symbol of the Ga-Koro Marines on his shoulder. Handsome despite his age, with dark blue eyes. Wears a black overcoat and boots.

Personality: Serious social Darwinist. Sociopath. Superiority complex like none other. Values fair play and honour in battle. Good at faking charm and sophistication.

Biography: Has worked as a mercenary, private tutor, and now as a mole in the Ga-Koro Marines under the name Tyrus Archer.

Powers: Dally possesses slightly-enhanced strength and durability, as well as night vision and a capacity to sense vibrations in the earth.

Mask: Powerless Great-style Hau

Equipment: Dally possesses two bandoliers of ten throwing knives, as well as two hunting knives at his belt.Appearance: Tall, lean, and very good-looking, Dalrin usually wears black and grey armour with a gold Ussalry insignia on his shoulder. He has dark gold eyes and a dashing smile.

Personality: Charming, warmly arrogant, and a bit of a flirt, Dally's the Ussalry's best bisexual bombshell of a butt-kicker since ... well, since maybe ever. The son of an innkeeper, he's a good cook, but he feels immense guilt over the death of his sister. That's probably why he's so determined to protect civilians from the ravages of war.Biography: A working class lad, his sister was killed in the Rahkshi Attacks. He swore to keep civilians from having to fight and die like soldiers since then, and joined the Ussalry to fulfill that.Weaknesses: Being a jack-of-all-trades in combat, Dally's a disadvantage against opponent's who specialize. He refuses to let civilians die, no matter what, leading him to make rash or ill-advised decisions and, still being new to being a soldier, can freeze up in dangerous situations.

- Lightstone sniper rifle, which can be disassembled into four pieces. Fires silently, but takes longer to cool and reload between shots. (Approved by Nuju Metru)

- Mechanical left hand from the elbow down, with a retractable talon at each finger (Approved by Nuju Metru)Appearance: Tall, skinny, doesn't look healthy. Covered in scars. Cloudy green eyes and a wolfish face.

Personality: Cold, amoral, psychotic. Heavily alcoholic and substance abusing. Suicidal. Has occasional bouts of depression and total rage. Pretty insane.Biography: The only survivor of the bandit attack that killed his family, forced to take to such things as killing to survive. Recently started getting letters from people claiming to be his family. Hasn't helped his emotional state. Took on a job from Vera Polzin. Might help.Weaknesses: Largely insane. Lacks brute strength.

Personality: Shrewd, snarky, blunt, pragmatic. Good mind for business. Resourceful. Hates the prejudice against Saihoko. Hates the nobility, for the most part. Craves respect to assuage her Impostor's Syndrome. Can be nice if you're nice to her. Bisexual, but has a sorta-kinda girlfriend back home.Biography: Prosperous owner of several timber and bamboo plantations on Odaiba, she is determined to make something of herself and change the status quo of the Empire.Weakness: Little combat experience. Desperately craves respect.

-The Fallen King-

(Gifted from Kughii)

Title: The AnglerSpecies:Onu-lesterinGender: MaleAlignment:Chaotic EvilLanguages: Matoran, SkakdiHand: RightAppearance: The Angler wears black and red armor, small lines of phosphorescent orange light glowing along his body and produced naturally. He is short and lanky with venomous green eyes and snakelike flexibility. His left side has a long scar from an old wound, and two fingers are missing from his left hand. Personality: Surprisingly polite, but full of cannibalistic jokes. Always thinks of how to use (or eat) those around him.Abilities: Resistant to pressure and sees in the dark as well as in the day. He plays opponents into difficult positions and tight corners where he can exploit their weaknesses. Weaknesses: Intense light will temporarily blind him, easily bested in bouts of strength, and has a weakness for shiny objects of any material value.

-The Dark Existentialist-

Name: Vyartha Vena / "Pride"

Species: Toa of Fire

Gender: Feminine / Female

Alignment: Chaotic Evil

Powers: Vyartha possesses elemental control over fire, as well as heightened reflexes and agility thanks to her Kanohi.

Mask: Kanohi Calix, the Great Mask of Fate

Equipment: Vyartha wields a protosteel longsword which she keeps slung over one shoulder.

Appearance: Nearly a head taller than most, Vyartha is powerfully and cruelly built, balancing speed and strength. Her armour is a mix of dark red and black, and although she is primally attractive, she is not conventionally good-looking; she is beautiful in the way an erupting volcano is beautiful in its terrible and awesome way. Her face is hard and angular, with icy blue eyes and a cunning smirk.

Personality: Darkly existential, Vyartha no longer believes in any sort of higher power or afterlife in this universe; thus, morality is arbitrary and life is to be spent carving out a legacy for oneself. Haughty, hedonistic, and unpredictable, she may find herself doing the right things for the wrong reasons or simply causing mayhem for mayhem's sake. Her pride and narcissism is profound, but not even close to as profound her terror of the oblivion after death is.

History: Born in the slums of Ta-Koro, Vyartha clawed her way out of poverty and through the ranks of the Ta-Koro Guard; even then, though, her pride was legendary. Captured during a raid on a group of Makuta worshippers, she fitted with an Infected Mask and given a "glimpse" into the mind of Makuta, whereupon she saw nothing but eternal and unyielding darkness. Her mind snapped and she attempted to burn down the village; she was stopped and captured, locked in prison for four centuries before she escaped. She was promptly invited to join the new Daedra, which just as promptly collapsed leaving her with nothing but two one-night stands with Sloth and a lifetime of wandering ahead of her.

Weakness(es): Years without a Kanohi leave Vyartha with difficulty in using her element in large doses, and her pride and narcissism mean she's not good at getting on people's good sides.

-Her Girl Friday-

Name: Zyla

Species: Dashi

Gender: Feminine / Female

Alignment: Lawful Neutral

Caste and Clan: Saihoko of Dastana

Mask: Powerless Volitak

Equipment: Crystal dirk

Appearance: Tall and slender, handsome, with fine but practical crystal armour. She has bright eyes and energetic smiles, and she wears scarves and skirts of goldenrod and dark blue windbreakers.

Personality: Friendly, hard working, meticulous. Loyal, polite, well-versed in etiquette. Very shy, but determined to do good work. Also a lesbian with a massive crush on Daijuno.

History: Coming from the streets of Sado as just another Saihoko, Zyla’s skills at book keeping managed to find her employment as a personal assistant for the timber merchant, Dastana Daijuno.

Biography: Orphaned at a young age, spent her formative years on the streets of Le-Koro, tramped around the island later on. Worked as a navigator on a number of ships. Survived the burning of the Makuta's Revenge, the assault on Pala-Koro, and the Rahkshi Attacks of Ta-Koro. Started tramping around again with the Toa Voya.

Weakness(es): Tends to be headstrong. Lacks the powers or reach of other species.

-The Gardener of Gethsemane-

Name: Sylus Tudor

Species: Toa of the Green

Gender: Masculine / Male

Alignment: Lawful Evil

Powers: Sylus possesses elemental control over plant life. His Kanohi, a rarity on the island, allows him to detect hidden beings around him to an extent, and draws him towards Makuta's Vault through ever-increasing headaches.

Mask: Kanohi Elda, the Great Mask of Detection (Approved by Nuju Metru)

Equipment: Sylus wields a fine claymore sword, which he keeps slung over his shoulder.

Appearance: Sylus is the archetypal handsome man; tall, lean, with a torso that's practically triangular and a face that is friendly and unassumingly good-looking. His armour is a well-crafted piece of red and gold, highlighting eyes so dark that they appear black and a white smile.

Personality: On the surface, Sylus is charming, friendly, and, by all accounts, a trustworthy man. However, below first impressions, he is cunning and proud hedonist, willing to sell out anyone for an advantage somewhere else, and will gladly listen to your secrets if he thinks that they'll help him to control you later on.

Biography: Sylus emerged from nowhere as the lieutenant of crime lord, Malinus Vod, quickly expanding his activities to include owning and operating the Sunlight Lantern -- a club in the less-reputable part of Ga-Koro -- and freelance forging. This, however, isn't even to mention his recent work with terrorist, Hakann.

Weakness(es): Sylus refrains as much as possible from using his element in public, for reasons unknown, and has a worrying and ultimately self-destructive tendency to betray allies regularly and on whims.

Appearance: Strong, muscular, few inches short of average height. Armour is practical, durable, comely. Plain, weather-worn, friendly face, with a lazy grin and bright green eyes.

Personality: Disdainful of social hierarchy and politics, though good at the latter. Artistic, adventurous, outdoorsy, empathetic. Can leave on expeditions into the wild on a moment's notice. Uncomfortable in Sado. Light-hearted, casual, pushes convnetional etiquette norms. Protective of older sister. Doesn't think she'd make a good Toroshu.

Biography: The younger sister of Toroshu Nihonei, Saritsu devoted her life to protecting her family, with only occasional breaks to pursue her lifelong dream of traversing the entirety of the Archipelago.

Weakness(es): As a Mindarm, burns out quickly in battle. Second-guesses her own decisions. Paranoid about her sister's safety.

-The Big Friendly Giant-

Name: Peho Eniblad

Species: Toa of Fire

Gender: Masculine / Male

Alignment: Lawful Good

Powers: Peho possesses elemental control over fire, and his Kanohi grants his the power of flight.

Mask: Kanohi Kadin, the Great Mask of Flight

Equipments: Peho carries a massive claymore, coloured bronze and with the words Phoenix Blade engraved into its blade. He also carries a tent and a bedroll, tied together with rope. Both his camping kit and his sword are slung over his shoulders.

Appearance: Tall and powerful, Peho is a truly massive Toa; he stands almost half-a-head taller than most of his kind, and is muscled like a opponent's nightmare. His armour is intricate and well-crafted, although scuffed and dented from his months of travels; it is coloured various shades of a red and burnt orange, with a high collar around the back and sides of his neck. His face is nondescript but gentle and expressive, with a smiling mouth and bright blue eyes.

Personality: Kind and gentle, with a child-like curiousity and wonder at the world around him, Peho doesn't let his amnesia get the better of him; he just keeps trying to learn more and help people where he can. He may not always be the sharpest knife in the box, but he's very keen and loyal, with a quickly-developed sense of right and wrong. He is unfailing generous, especially with his faith in others; oftentimes he trusts others' judgement more than his own.

Biography: Waking up on the shores of Le-Wahi without any memories, Peho was quickly swept into a series of (mis)adventures which involved being kidnapped by the Toa Hordika, Skaarn, before escaping and encountering Ril and the ILF. From there he "helped" with the investigation of Ambages and fought in the Rahkshi Assault of Ko-Koro, eventually striking out on his own to travel the island. Nowadays, he's joined a group of Rahkshi hunters.

Weakness(es): Peho possesses few combat skills beyond the ol' "Smash and Burn," and his ignorance and naivete means that he is more easily manipulated than most.

-The Man of the Hour-

(Gifted from Geardirector)

Name: Colx

Species: Male Skakdi of Gravity

Alignment: Lawful Neutral

Powers: Gravity and Impact Vision

Tools and Equipment: Colx usually favours a rather large spiked club for combat purposes. He also has a crooked pipe he often smokes.

Abilities: Colx knows a thing or two about the way the dark side of the world works, and is not easy to bait or fool, nor is he liable to let morals hold him back completely. Colx is a well-rounded warrior in combat, though his only truly outstanding skill is his immense stamina, Colx can outlast nearly anyone in a fight.

Weaknesses: Colx is much more used to fighting by physical means, less accustomed to powers and energy attacks. He has a somewhat short temper, which can be exploited, and he has little practice with his own elemental powers.

Appearance: Colx is a big, burly hunk of a Skakdi, with a very sturdy build that lends itself towards muscling through obstacles. He bears the signs of someone who's seen a lot of dirty fighting, a scar here, a fading mark there, and to top it off a small part of his large chin is missing, the result of a particularly gruelling argument with another Skakdi. Colx's spine and face is black, his teeth white, while his armour is of a steel grey colouring. Colx's eyes are orange.

Biography: Like every other Skakdi, Colx doesn't remember where he's from or how he came to the island. Colx first went the path of a mercenary, but eventually settled down in Le-Wahi alongside fellow Gravity users Melna and Helios. The three became unlikely, and reluctant from Colx's position, friends. When Helios one day showed up as a Toa, Colx decided to put his mercenary training to use and train both him and Melna in proper fighting. After completed training, and the three about to part ways, Colx stayed behind in Le-Koro.

Appearance: Tall, broad shouldered, and muscular; Vezok is athletically built with his limber form packed with lean muscle. He's not all that overly burly, for a Skakdi, that is, though he's still quite more powerfully built than a Toa. His scarred armor is mainly a deep navy blue highlighted with a lighter blue, with his chest being a silver color, a color shared with his clawed feet. His red eyes burn with an intelligent, maniac gleam, a trait enhanced by his permanent wide grin.

Powers/Abilities: Vezok has impact vision, which allows him to hit a target with incredible force. Additionally, he can absorb the powers of those around him, temporarily storing them for a few hours for his own use. As a Skakdi of Water, he has access to elemental Water powers, though only when used in conjunction with another willing Skakdi. He is extremely agile, a trait made obvious by his lean build, while still possessing a prodigious strength.

Equipment: Water Harpoon- A dual-use weapon that can pull himself through the water through the use of the harpoon or by way of water jets. The opposite end has a buzz saw that hurls water daggers – blades of compressed water that strike a target with great force.
Zamor Launcher- A fairly standard zamor launcher that has the ability to fire a multitude of spheres.

Affiliation: Piraka

Alignment: Chaotic Evil

Personality: Vezok is calm and collected, totally indifferent to the world around. Or at least, at first glance it seems that way. Burning rage is paired with an extremely clever mind in a deadly combination just barely held in check behind his cool exterior. Though an excellent tactician, he's far too intelligent for his own good, and harbors a “healthy” amount of either paranoia or contempt for those around him. This definitely extends towards the other Piraka, where as he can barely stand the likes of Hakann or Zaktan, with Reidak being the only one he can tolerate to any degree. And only because he doesn't believe the big brute to be smart enough to plot against him. He manages to keep his calm demeanor up, save his outbursts of rage in which he normally finds his weapons a better communicator than words can ever be. Nonetheless, when he does talk, it normally amounts to a non-too-subtle threat hidden behind some brutal observation of the world around. Any who spend a great length of time in his vicinity get the impression of a bomb just waiting to be set off at the slightest disturbance. One that wants to be set off, for that matter.

Weakness: Vezok's greatest flaw is easily his temper. His bouts of sheer rage leave him with little to none of the sharp intelligence he normally possesses.

Name: Tehlin Marrikh

Species: Toa of Plantlife

Gender: Male

Appearance: Tehlin is incredibly athletic, his limber form packed with lean muscle. Broad shouldered, but not bulky or overly burly, the Toa of Plantlife is around average height. His arms are corded and muscled. His legs are equally powerful, and built like a runner's. His body is toned from long hunting trips out in the Drifts, the Motara Desert, the Fau Swamp. If there's Rahi there, Tehlin has probably hunted there. His otherwise pleasant facial features are broken up by a white scar across his left eye. His armor is angled and utilitarian, of the standard design for the Sanctum Guard. He wears less armor than normal, with only his chest, back, and lower arms and legs covered. A band is tied around his right upper arm, holding three paralyzing darts, and another around his left hand. His Kanohi is similar in shape to a Miru, but much more rounded in design, with ridges similar to a Miru Nuva. His external armor is mainly a stark white, with almost no difference in color. His natural armor is a faded Mata-green, with pale lime green accents. A collection of bright yellow thick-lined fluid designs cover his body, and seem to be the natural armor color rather than painted on. The Sanctum Guard's emblem is painted onto his left gauntlet, and in the upper left hand corner of his chest armor. His eyes and heartlight are bright orange, and a grin is constantly on his face.

Kanohi: Kadin

Powers/Abilities: Tehlin, as a Toa of Plantlife has the ability to create, control, transform, and absorb plants. This power extends to wood, seeds, and pretty much anything else that's part of a plant. After his encounter with the Valkyr Anthyn, his power was reduced considerably, but has since returned to normal levels. After the event, Tehlin made a point to train with the elemental power he never quite mastered before. As a result, he has very fine control over his power, able to control the plants around him with great precision. He's gotten quite apt at changing plants from one form to another, but still needs to work on the whole absorbing thing. His Kanohi allow him to soar through the air under his own power.

Equipment: (2) Axes- Double-bladed axes with sharpened protosteel edges. They have a shortened handles that allow him to wield both at once. The hilts seem to be grown from tree limbs, doubtless the result of his elemental power.
(9) Darts- Wooden darts coated with a variety of different venoms from rahi across the island, Tehlin can use his elemental power to control these darts in mid-flight.
(1) Staff- Standard for the Sanctum Guard, Tehlin's Toa-sized staff is normally strapped to his back.

Weakness: His main weakness is plasma and fire elements, as they can easily counter his own powers. Additionally, his lack of skill in any specific field of fighting can leave him at a disadvantage to those who specialize.

Affiliation: Sanctum Guard (Cadet)

Alignment: Chaotic Good/Lawful Good.

Personality: Easy-going, wise-cracking, ladies man are all very good ways to describe his personality. Growing up in Ko-Koro caused him to be even louder than normal, and he would frequently get into more trouble than it seemed physically possible. He'll be your friend almost instantly. Perhaps a bit too trusting for his own good. His mood has recently taken a grim outlook, and it's caused him to become reckless and less concerned about his own well-being. Not insane... But close enough.Theme Song: Lonely, Velveteen Robot

Name: Onuzek

Species: Toa of Gravity

Gender: Male

Appearance: Onuzek is gigantic, put simply. Taller then most beings, he stands at about two and a half meters, with his great bulk increasing this image of height. His chest is broad and powerful, to the point where one could fit a Skakdi inside with room to spare, while his back is hunched over like that of a Toa of Earth. His arms are massive, with huge muscles bulging out from under his armor. His hands are equally large, and look like he could put a hole in a few walls without much effort. His hulking form is increased even more by the thick armor he wears. Bulky and covered with short spikes, it provides amazing protection against most attacks, and is scarred from countless battles. The gauntlets are especially thick, where he can almost use his arms as shields to block attacks, or as massive melee weapons to smash opponents with. These massive armor pieces also have gigantic pincers built in, making them even more deadly. His armor is mainly purple, as with all Toa of Gravity, but the color is fading along the edges of the plates, leaving matte black in its place. His natural armor is dark black, but has hints of dark, teal-blue in it. His purple Kanohi is shaped like that of a Pakari Nuva, while retaining the vents of a normal Pakari.

Powers/Abilities: Onuzek's main ability is his enormous strength, which is clearly obvious given his hulking form, surpassing even that of a Toa of Stone in terms of sheer physical power. His Pakari grants him even more raw power, pushing his physical limits to the max and allowing him to land tremendous blows. However, his elemental control is far below that of an average Toa. He can still use it to some degree, but has a much harder time bringing his power to bear and controling it specifically. Simple tasks that other Ba-Toa would be able to complete without much problem, such as altering the weight of a target, are much harder for him to accomplish. When he does manage to use it, it normally involves just increasing the weight of those around him. He can limitedly fly with the use of his element, but still isn't skilled in the ability. When Infected, the gigantic Toa can only affect himself or things in direct contact with himself with his elemental power.

Equipment: (2) Gravity Gauntlets- Two massive peices of armor with gigantic, crushing, pincers built into them. These huge claws are comprized of protosteel, and can easily be used as shields, as well as destructive melee weapons. They are very weighty, and are actually parts of his arms/hands, thus, they cannnot be removed. They seem to take on a purplish glow when his elemental power is channeled through them.
(1) Broadsword- A giant sword that's easily as long as a normal Toa. Its about a three handspans wide, and stays this width up along the entire blade. Additionally, the blade ends squared off, and does not come to a point. It is a weapon one would cleave, not slice with.
(1) Sniper Carbine- A sniper rifle weapon that uses components crafted from disks of speed to launch bullets at high speed. These bullets have no extra powers or properties, and are basically just chunks of shaped metal. The weapon's barrel has been shortened from standard length, and includes a built-in silencer-like device and scope for stealth and accuracy respectively. The rifle uses clips of twenty bullets, though bullets can be loaded individually if needed. (Originally used by Vortixx Pollux, approved by Nuju Metru)

Weakness: Onuzek's great strength comes with a price. His main weakness is the fact that he's the exact opposite of agile, and his heavy armor only serves to slow his body down more. Any being with moderate speed would easily be able to run in circles around him, as long as they stayed out of his massive arm's reach. His thick armor isn't perfect, and beings with keen eyes could spot weak points in it. Additionally, he is incredibly dumb. He doesn't realize that things could actually be dangerous, and thus can get himself into some dangerous situations. Some elemental attacks also bypass his thick armor, such as heat, sonics, and lightning; leaving him vulnerable to them. His weakness with his elemental powers also puts him at a great disadvantage when it comes to ranged fights of elemental energy. When wearing an infected Kanohi, he is restricted to just melee range elemental attacks.

Alignment: His friends is the only alignment he understands.

Personality: Onuzek is almost child-like in his personality. Stupid, more then a bit slow, and friendly are all good ways to describe him. Despite his appearance, the Toa of Gravity is extremely friendly. In fact, he wants to be your character's friend. He wants to be your friend. He wants to be friends with your friends. His entire life seems to revolve around his friends. Almost always in a good mood, it takes an awful lot just to take the smile off his Kanohi. However, if any of his friends are hurt, then he turns into a giant mass of muscle and gravity powers running after whoever made his friends upset.

Name:Dehkaz Kyhrilik

Species:Toa of Magnetism

Gender: Male

Appearance:Dehkaz is tall and very muscular for a Toa, standing a few inches above normal, just enough for him to look a Skakdi in the eyes. His arms, corded and burly, are normally crossed against a deep chest, or held down at his sides; a knife weaving it's way through his dexterous fingers. Broad shouldered, his torso tapers down in the stereotypical trapezoidal shape expect of those with his build. His lower body and legs are equally powerful, befitting his melee fighting style. With a heavy build and ramrod posture, the Commander cuts an impressive figure in any crowd, and could understandably be mistaken for a Toa of Stone rather than one of his own element.

As with most Toa of Magnetism, Dehkaz' natural armor is dark-armored tinted, his thick form mainly an inky, red-hued black and dark navy blue. This is accentuated by a pale copper color that adorns his shoulders, back, and torso; and running down the outside of his arms and legs down to his feet. A saturated bright blue shines out from beneath these hues, situated around the joints and other flexible sections. The design of his natural armor is angled and geometric, with repeating triangular and hexagonal patterns, and has an overall matte and non-reflective quality to it.

His armor is thick and segmented, allowing for moderate range of motion as well as exceptional protection. It's heavier than most worn by Guard members, though makes up for it in sheer durability. With a collared cuirass and flat plates wrapping around his torso and abdomen, the Commander's body is very well defended against physical harm. The right shoulder guard is angular and extends to most of his upper arm, meanwhile the left is comprised of large; flat plates; almost like a rectangular shield in some respects, guarding this side considerably well. A long segmented piece travels down the length of his spine for an extra layer of protection, forming part of the cuirass near his upper back. The gauntlet of his armor are bulky and blockish, connecting to the armored plates protecting his hands with segments that cover his wrist, though the right “glove” cuts off at his fingers to allow for unobstructed movement when using his weapons. Built into the underside of both his gauntlets are sheaths which store a pair of his knives to be dropped into his hands with a flick of the wrist. His right gauntlet has his wrist volo built into it's large shape, the mechanisms beneath the actual armor. Twin blades, broad and jagged, jut out on either side of the grappling hook. A leather belt goes from his shoulder to his hip, while another is slung across his waist, the first holding his many throwing knives, while the second holds various magazines for his rifle, and is where his pistol is holstered. This armor is primarily a worn gunmetal color, and has a geometric design motif similar to his natural armor. Accents of burnt orange cover these plates in straight, parallel lines.

Quite a noble and handsome being, his Kanohi has a strong jaw and brow, and is in the shape of an Arthron, but is stylized to match his segmented armor. Facially, his is slightly gaunt in appearance, with an unnaturally grim disposition. The Po-Koro Guard symbol is crafted into his right shoulder armor, as well as his current rank of Naval Branch Commander. A large scare runs across his left shoulder, starting just at the top of his shoulder and ending on his back near his shoulder blade, while a smaller scar runs along his jawline of the same side. His eyes are dark, grim, and hard, the violet orbs seeming to know exactly what you're thinking at any given moment, piercing through whatever secrets your mind may be hiding. His heartlight shares this deep violet color, as well as the various lights on his natural armor. Occasionally wears a stylish black fedora which obscures his facial features when he does not wish to be identified, in addition to a long, black, greatcoat. An air of foreboding surrounds his brooding figure, filling the area he occupies with it's oppressive weight.

His voice is deep, noble, and refined with a hint of a Ko-Koroan accent.

Kanohi: The Great Mask of Laser Vision- Its power is pretty much what the title of the mask says: It allows the wearer to shoot variable-sizing (from very thin to as thick as one's eye) lasers from their eyes. Unlike the Avohkii, it does not provide further light manipulation than that, and a wearer of the Mask of Laser Vision cannot make the lasers any wider than their eyes without help or a lense. However, the lasers can be used many more times than regular light powers and can be shot from the pupil of an eye, meaning a wearer only has to turn their eyes, not their head, to fry things with their ocular weapon. (Approved by Nuju Metru)

Powers/Abilities:Dehkaz, as a Toa of Magnetism, has all the powers and abilities that come with that. He can shape, create, and absorb magnetic fields. This includes magnetizing an enemy's armor, flying by pulling his own armor through the air, firing magnetic pulses, and various other applications and uses. Dehkaz can also indirectly manipulate metal, plasma, and even lightning with his element, and has gained some skill with this. He has a very fine control over his elemental power, as a result of extensive use when in combat. He's not an elementalist, but could possibly top a normal Toa when it came to elemental control. He commonly channels his element through his rifle to fire off shots with unprecedented velocity and power, as well as through his hands. Magnetically accelerating the projectiles does take his elemental power to perform. In addition to this, his elemental power grants him the ability to sense magnetic fields, giving him a great sense of direction. Very handy when out on the high seas. His Kanohi grants him the ability to fire lasers from his eyes, which he is quite accurate with.
In combat Dehkaz is a very capable brawler, relying on a kickboxing style of martial art that takes advantage of his great physical strength, with the addition of throws and incapacitating joint locks. He is a crackshot with his ranged weapons, and his knives offer him offensive capability both upclose and farther away.

Equipment:--Throwing Knives- Simple knives specially designed to be thrown with impressive accuracy. They are light, strong, and easily replaced. He has about 15 normal throwing knives, 5 double-bladed ones with a blade on each end to be used with elemental manipulation, and 5 weighter ones with a inward curving hook-blade. Most are coated with a protosteel alloy covering, making them very hard to damage. Unfortunately, it raises the price somewhat.--Heavy Repeating Diskette Rifle- A weapon of his own idea, it was designed and built by the inventor Farzan. It was custom made for his own speciallized use, and as such, is quite different than the standard diskette rifle. Visually, the weapon is long and wide, its entire length flattened almost like a spade. It is constructed entirely of metal for durability, though it is quite heavier as a result. A sturdy stock is attached directly in line with the launching mechanism for stability, while a wide, ergonomic pistol grip is moulded into the weapon itself. Unlike the standard diskette rifle, this one only has a single barrel, which takes the form of a deep vertical slot that runs from the launching mechanism to the ene of the rifle. Two bars of alloy flank the groove on either side, in which Dehkaz can channel his elemental power. The weapon loads from two horizonally mounted magazines, and can hold anywhere between five and seventeen shots depending on the ammunition used. Because it only has one barrel, it can only fire half as fast as the normal diskette rifle, however, this allows for a huge increase in stopping power and projectile velocity with the oversized mechanics.--Diskette Ammunition- The ammunition used by his rifle takes on a variety of forms, but all are about the same size and shape, and all are metal to take advantage of his power. The standard ammunition Dehkaz uses are simple solid disks of metal, their edges sharpened for penetrating power. The magazines for his rifle can hold the most of these. He does have more specialized munitions, such as thicker disks that are hollow and filled with "Stralix Powder". These are explosive, and he can only load five in a magazine at once. Another type has grooves cut into the disks, and are designed to shatter into sharp shrapnel upon impact. The final type are covered in wood and are blunt, considerably less lethal then his other ammunition.--Bladed Gauntlet- A modified piece of armor, Dehkaz's left gauntlet has been fitted with thicker armor and two thick, long blades that run from the back of his forearm to a bit past his knuckles. Their lengths are serrated slightly, to allow for better cutting through armor.--Wrist Voto-Lutu Launcher- A device crafted into his right gauntlet/bracer, this grapple gun allows him to ascend sheer faces and entangle foes with its metal cord. Designed by the inventor Farzan.--Diskette Pistol- Smaller than his rifle but easier to conceal, Dehkaz' pistol serves as a backup to his main weapons. It can accept the same ammunition in magazines that hold two to seven diskettes each.

Weaknesses: Dehkaz's main weakness is the fact that he is no dualist nor fencer, causing him to rely on his fists or weapons to defeat opponents that train with a spear or sword. Additionally, while he possesses prodigious physical strength, his armor can slow him down somewhat.

Other Possessions:--Guard-issue Disks- Made of metal instead of bamboo, to allow him to control then via his element, Dehkaz mainly keeps them in his cabin. Is experimenting with using his element to remotely control them. They have a lot more mass and are much more weighter than average disks.--Pack of Metal Shards- Various shards of metal he keeps in a small pack on his side, Dehkaz uses them as a last-ditch effort to cut, confuse, and blind enemies. Especially dangerous when controlled by his element, they can slice through armor if propelled fast enough.--Roll of Wire- A few meters of lightweight, but strong wire that can be twisted into a rope.--Pair of Handcuffs- Standard Guard-issue handcuffs, he took to keeping these on his person after joining the guard. They are made of a protosteel alloy, thus even a Skakdi would have trouble breaking out of them with sheer strength alone.--Spyglass- As every ship captain must have one.
Various maps, papers, books, and tablets in his cabin.

Home:Fowadi

Affiliation:Po-Koro (Naval Branch Commander of the Sentinels)

Alignment:Lawful Good

Personality:Calm, collected, not one to anger easily, like a military officer should be. Not blunt, though he rarely adds any extraneous information when military matters are being discussed. He is generally in a good mood, cracking a joke here and there. Prefers to work alone, but is not antisocial nor overly aloof, he'd much rather just risk his own life than someone else's. Is a sticker to the rules, following ever procedure and regulation provided by the Guard. However, in times of need, he will do what is necessary to protect those around him. Unfortunately, recent events have taken a turn for the worse for the commander. He's become more withdrawn, grim, and quick to threats in his calm, I'll-throw-you-to-Karz-and-back-if-you-look-at-anything-funny way. It seems as if life has finally decided to come and drop down onto his shoulders, causing his overall demeanor to become much more dark and brooding. Dehkaz has an amazing analytical and tactical mind, methodically going through information as he receives it. A brilliant strategist, his, at times unorthodox, plans look like random orders until he pulls it all together in the end. Not one for dramatic flair, his strategies do still leave some of his enemies wondering what just happened. Thanks to a network of contacts he didn't quite get rid of after throwing away his life as a bounty hunter, Dehkaz knows quite a lot about the going ons of the island.

Theme Song:Radioactive, Imagine Dragons; Outro, M83; Sail, AWOLNATION

Name: Leli

Species: Matoran

Gender: Female

Appearance: Leli is around average height for a Matoran, if a few inches smaller. She wears a single vambrace on her left arm, has minimal shoulder armor, and light torso armor; all of which is a dark black. This allows her great freedom of movement and allows her to move quickly, at the cost of protection. Unlike most of the Matoran in her village, Leli's natural armor is different variations of green. Her shoulder armor, hands, and feet are a green-teal color; while her torso, arms, and legs are Mata-green mottled with lime and dark green accents. Her Kanohi shares this color, and is shaped like a Great Huna stylized for a Matoran with an angled, feminine quality to it. She is athletically built, which shows her agility and speed. Leli's heartlight and eyes are a greenish-yellow color. Commonly has a light backpack around her shoulders, as well as a hunting knife strapped to her thigh. Her vambrace has straps that carry darts coated with dagger spider venom, and she has recently taken to wearing a few gukko feathers near her Kanohi (for "flair"). Her shoulder armor is painted with white markings showing her as one of the Ussalry, as well as her current rank. A length of rope is wrapped around her body, from her left shoulder to her right hip. A necklace of wooden beads sits around her neck, which she frequently fiddles with when nervous.
Voice: Light and bubbly, with an almost musical quality to it. The tree-speak common to her home village sometimes slips in.

Powers/Abilities: Leli, as a Matoran, has no powers of her own. However, she is extremely quick and nimble, her light armor and natural skill giving her an agility that surpasses even the Le-Matoran in her village. Her smaller size allows her to move quite quickly through the trees without problem. She is incredibly acrobatic, and is actually quite strong for her size. She can be stealthy, something she uses to her advantage.

Equipment: (1) Blow Dart Launcher- A fairly simple bamboo tube that she uses to shoot her darts, this is quite accurate. Curiously enough, it can also be used as a flute of sorts.
(5) Darts- Coated in dagger spider venom that causes temporary paralysis in the target, she is quite accurate with the darts both when thrown and when shot out of her blow dart launcher. These darts are carried on her vambrace.
(1) Knife- A fairly average survival knife. The blade is made of a protosteel alloy, and so is very strong. The blade curves a bit near the tip, and is serrated on one side about two thirds of the way up. This is strapped to her thigh for easy access.
(1) Rope- A length of light, but strong rope. It has a grapple-like hook on one end, and can also be attached to her vambrace.

(1) Bladed Staff- A weapon of Ta-Koroan origin, it's basically a reinforced metal staff with two collapsible double edged blades built into either end. It's light and sturdy, able to be used as both a weapon and as a means to block attacks.

Weakness: Leli does not have any powers, and so despite her quick reflexes and agility, she will be at a disadvantage against those with powers. Her light armor, while still effective, isn't as strong as normal armor.

Other Possessions: (1) Spyglass- Something that comes in handy during her job as a scout. This is stored in her backpack.
(1) Map- A map of Le-Wahi, which she uses when out on her adventures. Also kept in her backpack.(1) First Aid Kit- Because one never knows what's going to happen out in the jungle.(1) Notebook- A journal of sorts she keeps in her pack.

Affiliation: Onu-Koro Ussalry (Division Head, Light Cavalry)

Alignment: Lawful Good

Personality: Bubbly, sly, and always-in-a-good-mood. Leli is extremely adventurous, wanting to see as much as she can in as little time as possible. She is friendly, energetic, and seems to almost never slow down. She is quite loud and talkative, even for a Le-Koroan, and is almost never shy. She absolutely loves to travel and see new places, recording it all in a small notebook she carries. Leli likes meeting new people and making friends, and is always willing to help anyone, or anything, in need. She can be possessive and overbearing, getting defensive of her friends. Extremely stubborn and competitive, she will never, ever, give up. Gets a kick out of crazy stunts that are always dangerous, which has gotten her into trouble more than once. She is an adrenaline junky in every possible way. Has a thing for dramatic flair and is more than a bit of a show off. Eccentric is another nice word to use to describe her.

Name: Jecikah

Species: Lesterin

Gender: Female

Appearance: Average height, unassuming. Has a thin, lankier build than what one would expect of a being her size, as is common with her species, though she could pass for a toa if she really tried. She is, however, not lacking in physical prowess, and has built up a high tolerance for long durations of strenuous activity. Her body is mainly a bright purple, slightly magenta in tint, with accents of matte, inky black and shiny metallic copper. Her armor is standard Sentinel-issue, with slightly more focus on light coverage for agility than most. The plates are a sand brown color, and obviously weathered. Her Rau shares this desert hue.

Element: Gravity

Kanohi: Great Rau

Powers: Her elemental affinity grants her a pseudo strength, allowing her to both resist great pressures and lift objects as if they were lighter.

Equipment: Her main weapon is a large, serrated spear. Ornate in it's design, it has various liquid carvings adorning it's length.

Weaknesses: Very little in terms of ranged combat.

Name: Kythera Siih

Species: Vortixx

Gender: Female

Appearance: While not necessarily as tall as most of her species, Kythera nonetheless stands above the average toa in terms of straight height. Overall she is built lithe and thin, all smooth lines and curves that prevent a skeletal look to her frame, and possesses a shape that is noticeably more feminine than androgynous. Her lower body is slightly more well built, though even then in the lean, athletic way of a runner rather than overly thick and burly. Her natural armor is primarily a blue-tinted black, with lines of purple-hued navy accenting and curving around her figure, the secondary color concentrated around her extremities and head. Silvery ink wraps around her left hand and forearm in a design slightly reminiscent of a lohrak. The additional armor that she wears is sparse to provide full range of motion, with plates protecting her spin, upper torso, shoulders, hands, and shins. The armor is smooth and light, comprised of individual plates fitted together with hexagonal seams. With a circular motif, the armor has a plain matte grey coloration and non-reflective coating, making it excellent for low-light conditions. This stealthy nature is taken away when the armor is activated, as bright geometric lines light up along its surface, glowing a bright cyan color, the concentric capacitor rings running the length of her back glowing a similar color.

Facially, her features are sharp and pointed in traditional vortixx fashion. Her eyes, angled and expressive, gaze out with an unconcerned icy blue glow, and her mouth is almost always found curved into a smirk that displays short, serpentine fangs. With a relaxed posture and a natural grace that comes without thinking, Kythera has a tendency to appear to glide along the ground rather than actually walk, her limbs simply moving in concert with whatever ephemeral force moves her body.

On occasion, she can be seen wearing a concealing black cloak, though this has become rare as of late.

Abilities: Like all Vortixx, Kythera is far faster and much more agile than your average Toa. She can easily dodge away from attacks, or land lightning-fast blows within seconds.

Weapons: Two daggers concealed in her back armor, a blade that extends from her wrist armor when her wrist is flicked. She also carries a small shortsword when needed. Her pistol is holstered at her hips.

Tech:
-- Kinetic Laser Pistol: A small weapon that fires off high-density beams that impart their force as kinetic energy rather than heat. It is mainly designed to punch through armor or knock opponents back. It can only be fired a few times in rapid succession, after which the weapon shuts down for a few seconds to prevent damage to both it and the user. The weapon itself is similar in appearance to this.
-- Shield Generator- A protective device of Xian origin, it is built into the user's armor, with an extensive array of emitters positioned just underneath the armor. The emitters generate a crystalline-energy shield that stops objects just above the user's body. However, this shield can be overwhelmed by repeated hits, causing the emitters to short out, or the shield itself can be shattered by powerful hits. The device itself cannot be active for an extended period of time, as the capacitors drain at a steady rate. It takes around thirty minutes for the capacitors to recharge to full strength after completely draining. A specialized setting pushes the shield outward in a bubble a few meters across around the user, however, this rapidly drains power and can only stay active for thirty seconds tops (starting from full power).The device's batteries must stay exposed to open air to prevent overheating, though they are vulnerable to damage there. Additionally, when the shield it active, it exposes the user quite a bit, as the emitters and circuits will glow brightly, and possibly drawing unwanted attention. (Approved by Friar Tuck)

Alignment: Herself

Weaknesses: Elemental powers such as Gravity or Magnetism that hinder her movement.

Personality: Kythera is, for the most part, easy enough to be around. She has a relaxed demeanor, even if not necessarily talkative. She takes life in stride, and displays an unconcerned attitude towards most things. Not that she doesn't take anything seriously, but rather prefers to keep a cool head. This unconcerned disposition can change at times, her words coming short and sharp, and gaze frigid.

Theme Song: Without You, Junip

Name: Kassiopeia Lilthrih

Species: Toa

Gender: Female

Appearance: Kassiopeia stands around average height for a toa, slightly on the shorter side of normal if one really cares to check. She is built slight, not quite thin, but certainly no bruiser or athletic champion. Facially, her sharp features possess an almost avian quality, with her eyes--large, sharp, and expressive-- resting above a thin-lipped mouth.
Her natural armor is mainly a dark, obsidian black, with an almost glass-like magenta sheen to it. Closer inspection reveals a marbled look to it, with streaks of dark blue and indigo shot through its inky colouration. Accenting this are patterns of a bright, metallic yellow color, highlighting and curving around her form. They noticeably run down the sides of her arms, torso, and legs, spread out in a random, paint splattered pattern of starburst shaped points over her body and face. Kassiopeia's eyes are heterochromatic, being a cool cyan surrounded by a blue violet, a color that her heartlight shares.
The little additional armor that she wears is stark, cyan toned, white. This gives the jagged plates a glacial look to them. This scaled armor covers her forearms, shoulders, chest, back and legs, but little else. Her Kanohi is similar in appearance to a Crast, with long, sweeping lines and angled proportions.

Element: Blackfire (Approved by Nuju Metru)

Kanohi: Mask of Perception (Created by Bulik, approved by Nuju Metru):
This Kanohi, when activated, enhances the thought processes and sensory input of the user, Giving a surreal experience to the user, as if time had slowed down around him/her. This Kanohi does not alter time in any way, only letting the user experience more and comprehend faster, thus giving the "Slow-Motion" illusion. The user's body is as at the same speed of control as normal, so the user cannot use the mask to do impossibly fast attacks, etc. The user is able to control how much faster his mind is, but the higher level of speed his mind goes at, the more strain is put on his/her system, and memories of the experiences aren't as clear as normal memories would be. Prolonged periods of using the mask or using it many times in succession will give the user headaches of varying sizes, depending on the time used, speed used, and frequency.

Powers: Her elemental power lets her create purplish inky black flames that absorb light rather than emit it. Otherwise, her elemental power works the same as normal fire, giving her control over heat. Her elemental power gives her an innate ability to resist heat, though not on the level of a normal toa of Fire. However, she does possess the ability to sense, if not necessarily see, better in dark environments to make up for this.

Equipment: Kassiopeia's main weapon is an ornately designed dagger, the weapon itself having an unnatural and almost alien design to it. The hilt is a single hand-length long shaft of moulded metal, with two scales of smooth red stone on each side. The grip has an ergonomic shape, fitting into her palm snugly. The pommel is inlaid with another stone matching the ones that make up the grip. The guard is wrapped wire, the bronze metal wrapping around the hilt in flowing organic shapes. The blade itself is wider than normal, with a series of serrations running down its length, and constructed from a combination of a white and cobalt hued metals. Other than its artistic design, the blade has some unique properties. The first being that it is unnaturally sharp, able to cut through solid stone if the right application of force is applied. However, the strangest being that wounds from this weapon cause no pain whatsoever. Even the worst of them have no pain attached to them.

Skills: Kassiopeia is mainly a quick, stealthy fighter, relying on speed and accuracy in melee range. She is a force to be reckoned with in elemental combat as well, have a degree of control over her element that harkens back to being a natural at using her unnatural element.

Weaknesses: She is not one for hand to hand combat, preferring to use her weapons and powers to fight. Kassiopeia is not built for strength either, as is obvious.

Personality: Distant, with a somewhat gloomy and monotone outlook on the world around. She has no problem holding a conversation, even if it seems like she's not particularly interested in what's being discussed. Even so, she does have a sense of humor, if a somewhat morbid and pragmatic one. Much prefers direct and uncompromising speech characteristic to those native to Ko-Koro.

Name: Ekko Vae

Species: Toa

Gender: Female

Appearance: Shorter than your average Toa, Ekko has a slight built that's dwarfed by others of her species. Her natural armor is colored a light grey and green-blue, accented with cyan highlights. Her forearms and shins are covered by white bracers and grieves, comprised of a row of segmented scale-shapes, though she wears little other armor. A necklace of Ga-Koroan beads hangs around her neck, with a similar one on her left wrist. Strangely, her bright purple eyes lack any distinguishing features, and are just a single solid color, one of the few features that indicate that she is blind. Her Kanohi, a stark white color, is similar in appearance to a Great Huna.

Element: Sonics

Kanohi: Pakari

Equipment: (1) Staff- A long, thin staff made of white metal, it's just slightly shorter than she is tall. One end is capped with a miniature heatstone embedded in the metal. The other end is bisected into two parallel parts, starting about a forth of a the way from the end. Carved along the length are the words Videre Nam in the Matoran script, with the Skakdi letter E following.
(1) Dagger- A smaller weapon, and more utilitarian than decorative, the white blade is curved somewhat, with two thirds of the back edge serrated. A heatstone is imbedded in the hilt where the blade and the guard meet.

Skills: Even without her sense of sight, Ekko is remarkably good at getting a feel for her surroundings. Her naturally enhanced hearing is especially acute, to the point where she can mostly guide herself on that alone. She isn't exactly a master martial artist, or anything of the like, though her reflexes are quick enough to make up for it.

Weakness: Despite adapting to it, she is still blind, and any opponent would already have an advantage over her.

Personality: Being blind for her entire life, Ekko really isn't bothered by the fact at all. However, she's fiercely independent, normally not accepting to help at the best of times. Quick witted with a good dose of sarcasm at best, she can be downright acidic at the worst.

Name: Mihlra

Species: Toa

Gender: Female

Element: Lightning

Appearance: Around average in height, if slightly on the tall side of average, Mihlra possesses the muscled build of a swordsman. Though one with an evident preference towards heavy blows with her broad shoulders and powerfully built arms, which wouldn't seem out of place on a Skakdi. Facially, she has prominent, angled features of an almost cat-like quality, though most noticeable is the scar running from the bottom of her left eye down next to the side of her mouth. Her eyes are a bright magenta, and are unreadable at the best of times. Her natural armor is mainly a deep royal blue with almost cyan highlights, with a secondary coloring of a stark white. Her heartlight is of a similar color of her eyes. A set of bright pink tattoos of a similar design to her element runs from around her left eye down along her arm, ending in a series of bolts at her fingertips.

For armor, she wears a set of utilitarian plate armor not unlike that worn by the Po-Koroan guard. The armor consists of a pair of reinforced gauntlets, two sets of layered plates protecting her upper arms and shoulders, a collared torso piece connected to two segmented pieces protecting her abdomen and spine, a belt with hip guards, two more plates protecting her thighs, and a pair of armored boots with grieves. The armor itself is of a purple-hued obsidian coloration. She also wears a dusty brown greatcoat, which itself has armor built into the tough fabric. Specifically, pieces on the shoulders, elbows, chest, and back, which are of the same color of her other armor and provide additional protection in those areas. A belt containing a pair of daggers wraps around from her shoulder to the opposite hip, with her sword's sheath connected to it on her back.

Her Kanohi is of an unusual make. It bears the general form of a Faxon, but is otherwise unrecognizable. The mask itself has a sharp, angled motif, with jagged lines accenting her features. A series of parallel notches make their way up the top of the Kanohi from the similarly shaped eyeholes, while a pair of ridges run from just underneath her eyes down to the sides of her mouth. The mask is of the same coloration as her obsidian armor.

Weapons: Mihlra carries with her a decidedly large protosteel backsword, though one who's blade comes to a sudden angled end rather than a gentle curve. She also carries with her a pair of straight-bladed daggers, and ger gauntlets, which have two short spikes on their knuckles, can be used as very close range melee weapons.

Kanohi: Kanohi Haunoru, the Mask of Focused Shielding. A variant of the Hau, the Haunoru is a rare Kanohi. Like the Hau, it allows its user to project a highly resilient force field; unlike the Hau, however, this shield is much more similar to the physical sense of the word. It takes the form of a glowing, transparent shield mounted on the user's forearm. This shield is impervious to most forms of matter and energy and virtually weightless, allowing the user to block with great speed and dexterity. This is an advantage over the Hau; it can be used without breaking the flow of combat, being usable more as a weapon than as a power. The downsides to the Haunoru when compared to the Hau are first, that the shield does not fully encompass the user, and second, that any physical impacts against the shield are still carried through to the user's arm; it will not protect them against, say, being crushed by a rockfall or knocked back by a powerful blow. The shape and color of the shield vary between users. Mihlra's shield takes the form of a magenta energy shield, with a stretched hexagonal shape that is taller that is wide.

Skills: Mihlra is a skilled swordsman, with a surprisingly refined style for her choice of weapons. However, as per the design of her sword, it does focus more on brute strength rather than speed. Capable in hand-to-hand combat, she nonetheless is more likely to use a blade than her fists to end a fight. Elementally, she has around an average amount of control, with a knack for charging her weapons with her power.

Weaknesses: Her biggest weakness would probably be the fact that while she isn't necessarily slow, she isn't fast either, and would probably try to tough out a blow rather than dodge it. As such, this can be taken advantage of by those who recognize it.

Personality: Unusually stoic for a Toa of Lightning, Mihlra isn't so much quiet as she is silent. Either way, her pragmatism can show itself in the way of disturbingly frank comments or other such remarks. Though not one with an openly cheerful demeanor, Mihlra does at least attempt to keep a good personality going when dealing with others. Though independent, she does see the value of teamwork, and does do her best to work with others towards a common goal. Is for the most part calm, relaxed, and unconcerned with trivial things.

Name: Mygahn Taaj-Saehk

Species: Dasaka

Gender: Female

Appearance: Mygahn is of average height for her species, bearing a relaxed and almost lazy posture that doesn't add nor take away from her overall apparent height. Build-wise, she is very well muscled. Not at all in the lean, compact way of a warrior, but the thick, heavy form of one who's no stranger to hard physical labor. Her upper body, particularly her arms and torso, is somewhat more defined, as per her profession. Facially, she possesses slightly sharp, if gaunt, features that may have at one point been more round, giving her an avian-esque and exotic look, one that her heterochromatic eyes only enhances.

Her body is a dark indigo, which takes on a far more reddish tone within direct lighting, though a softer sea-teal adorns her forearms, lower legs, and chest. Unlike the rest of her species, Mygahn's secondary coloration is that of a luminescent cyan, which is scattered across her form as an organic pattern of parallel stripes. These run in an unbroken chain down her back beginning at her neck, which branches off at the top to her shoulders and down to the back of her hands, and continues downward along the outside of legs. Two separate sets of this pattern run along the front of her torso, merging with the ones on her legs. A smattering of points on her face is the only indication of this pattern there.

Her eyes are mismatched in color, with her right being a bright orange, and the left a darker blue almost matching her indigo armor. Her heartlight shares her right eye's bold hue.

She owns a set of crystalline plate armor, of a Taajar make that gives it stylings that are quite unlike those of the more imperial society. It is fairly simple in construction, designed for practicality rather than display, though one might say it's elegant in it's simplicity. Each “plate” is separated into two distinct parts, each forming a half of an overall hexagonal shape. There is a noticeable gap between the two parts, lessening the overall weight of the armor. These composite plates protect most major areas of the body, incorporating a toughened fabric falling down from the waist for added protection. The armor itself is made of a dark crystal, with a slightly purple tone that stops it from being completely black.

Kanohi: Mask of Perception (Created by Bulik, approved by Nuju Metru):
This Kanohi, when activated, enhances the thought processes and sensory input of the user, Giving a surreal experience to the user, as if time had slowed down around him/her. This Kanohi does not alter time in any way, only letting the user experience more and comprehend faster, thus giving the "Slow-Motion" illusion. The user's body is as at the same speed of control as normal, so the user cannot use the mask to do impossibly fast attacks, etc. The user is able to control how much faster his mind is, but the higher level of speed his mind goes at, the more strain is put on his/her system, and memories of the experiences aren't as clear as normal memories would be. Prolonged periods of using the mask or using it many times in succession will give the user headaches of varying sizes, depending on the time used, speed used, and frequency.

Equipment: Mygahn does not own that many actual things, besides what she really needs. She has a number of artistic supplies, though her most prized possession is a unique sword, passed down through her family over many generations. The weapon is of a somewhat exotic make, built with the general shape of a large falcata. The hand-and-a-half hilt is adorned with intricate carvings of rolling waves, beginning at the orange-crystal inlaid pommel and “washing” up to the blade itself, which follows this oceanic motif with it’s organic, flowing shape. The blade is mainly comprised of a fiery-orange crystal of the same tpye in the pommel, however it also includes a small amount of metal within it’s construction. The precious material is focused around the center of the blade, taking on a molded wave shape that gives the otherwise crystalline blade a surprising strength.

Caste: Because of the culture she is part of, Mygahn is generally regulated to the status of Saihoko within the eyes of the more “Imperialistic” mainstream society. Technically, she could be put under Ringti.

Discipline: Mygahn, though lacking the formal training provided to most Dasaka, is somewhat skilled in the Sighteye ability. However, because of her lack of actual training, the illusions she creates are generally imperfect in some way, missin smaller details here and there, and not all of the senses are fooled unless she focuses entirely on creating the illusion. She rarely uses this ability in combat for that reason, preferring to find other uses for her power. However, she is very well versed in the psionic ability of Ideatalk, able to use it as easily as one speaks.

Skills: Learned well enough in terms of combat abilities to hold her own should she find herself in a hostile situation, Mygahn is a proficient swordswoman, because of her culture’s tradition of using physical weapons, she is distinctly aware of the subtle application of her weapon. However, Mygahn is first and foremost an artisan, and a fighter a distant second. Particularly a potter and painter, with a pension for more “artistic” and less actual “practical” works, something that doesn’t do much to endear her with the rest of Dasaka society. However, she does make more useful objects out of a need to have something to trade with.

Weaknesses: Physically, she is not the most agile, nor the fastest, when it comes to moving around, on top of her general non-focus on combat.

Personality: Mygahn tends to come off as distant and relaxed, with a pleasant enough disposition, if somewhat distracted at times. And indeed she is, focusing with almost fanatical devotion on whatever happens to catch her interest at that moment, before moving onto something else without rhyme or reason. As one would expect, she’s not prone to outbursts of emotion, and while not antisocial in any particular way, she prefers to listen and observe rather than speak. Unless, of course, the discussion is of whatever she’s focused on at the moment, of which she’d gladly describe in detail. She is plagued by headaches, as a result of using her Kanohi, causing her to close off entirely at times. Despite the air of not exactly being present that surrounds her, Mygahn possess an innate knack for abstract concepts such as those present in mathematics, puzzles, and other similar riddles.

Name: Viitkha Hakonna-Ageru

Species: Dasaka

Gender: Female

Appearance: A tall, well-built warrior whose experience shows in the multitude of scars, both large and minute, that criss-cross her form. Viitkha is built corded and tough, with a ram-rod, militaristic posture which she seems physically unable to drop. Facially, her features have an almost jagged appearance, as if an artisan couldn’t bother to put the finishing touches on a sculpture. Her body is mainly a dark cobalt, quite nearly grey in some respects, with a secondary coloration of a coppery gold. Her white crystalline armor is less ornately decorated than most, and is constructed with a fair bit more practical view in mind. As per her position, she is able to add some metal armor to her wear, which take the form of simple bracers. An emerald sash is tied around her waist, the fabric falling free at a knot on her left side.

She is generally seen in her armor, though may forgo it for a simple green robe if the situation demands it.

Her eyes are inkly black in coloration, burning from beneath her Mohtrek-shaped Kanohi.

Kanohi: Pakari

Caste/Rank: Menti Warrior, Ageru Blademaster, Soulsword Instructor

Discipline: Soulsword. Being highly trained in her discipline, Viitkha has mastered it to the point of being able to call upon two distinct psionic constructs. The first of which is the ethereal weapon she has been training with since she began her work in the discipline, one that has evolved as her knowledge and experience grew. The weapon itself takes the general form of a khopesh, though one nearly the size of a claymore. The hilt is of a hand-and-a-half length, allowing for both a single and two handed grip depending on the situation. The sword does have

History: Bok woke up one day lying on the ground in the desert of Po-wahi, with nothing but his armor, mask, hammer, and complete amnesia. Since Makuta's defeat he has mostly learned how to use his powers, though he still remembers little of his past. Shortly after Makuta's defeat, Bok worked as a blacksmith in Ta-Koro. When inter-Koro relations started going south, Bok left and became a homeless wanderer.

Personality: Bok is dedicated to protecting the innocent and serving Mata Nui and is extremely saddened by what has happened between the Koros. He hopes to help peacefully reunite the Koros. He also believes that Makuta is still alive and wants to prove this to the Koros both to prepare them and to reunite them. He tries to follow the Toa Code, or at least as much as he knows of it. He is willing to die to protect the innocent but he does not know if he is willing to kill for it and hopes he never has to find out.

Weaknesses: Bok has amnesia, so he's still trying to learn how to use his powers. He also is extremely naive trusting. His strong sense of morality can cause him to do stupid things such as running unprepared into fights.

Description: A tall, lean, black-armored (Duh) Vortixx. Has some light armor but always wears a hooded cloak, under which his knives and cannon are hidden.

Personality/History: History? Right, like he'd ever tell you that. Personality: Prefers to use his brains, not his brawn(he has no muscles). His ultimate goal is to eventually rule the island, for now he's satisfied with the best-paying job. He has no qualms about killing anyone, any way. He's considering becoming a seaman and eventually replace the captain and secretly eliminate, giving him a crew that will do his bidding.

Weaknesses: He's not much of a fighter up close and is rather weak. Without his weapons, he's hopeless in a fight. He also has a tendency to monologue to someone before killing them.

Name: Keldor

Species: Skakdi

Gender: Male

Alignment: Altruistic "Good"

Powers: Plasma, Laser Vision

Equipment: Scoped Lightstone Rifle, Axe

Description: A rather short Skakdi wearing camouflaged medium armor all over his body with holes for his eyes and mouth.

Personality/History: When Keldor heard Makuta had been defeated, he left his war-torn homeland and expected to find paradise on Mata Nui. Instead he found the Koros on the brink of Civil War. Since then, he has decided it is because the Koros have corrupt leaders and he has made it his life's goal to remove them all and replace them with true servants of Mata Nui. He is rather depressed and refuses to talk about his past. He will do whatever it takes "for the greater good." but still tries to be merciful and nonviolent, whenever possible. He is currently keeping his desire to kill the Akiri secret, but is looking for trustworthy co-conspirators. He is also quite adept with being silent, virtually invisible, and is a good shot with his rifle. He recently found a large sum of money in the form of buried treasure. (Strak's money, ironically enough.)

Weaknesses: He is clumsy with his axe in up-close combat and rather slow. He's not exceptionally smart, but not stupid either. He also has a difficult time trusting anyone.

Name: Tarpo

Gender: Male

Species: Matoran

Alignment: Torn between Ta-Koro and Po-Koro

Powers/weapons: Half Po-Matoran and half Ta-Matoran, he is slightly stronger than most Matoran (not as strong as a pure Po-Matoran) and has a slight resistance to heat (not as strong as a pure Ta-Matoran) He also carries a sickle and wears a powerless Kakama.

Personality/History: Tarpo is a farmer that has lived on Mata Nui as long as he can remember. His parents were killed by Makuta's Rahi many years ago. He tries to alternate time between his two Koros but this is increasingly difficult. He is very kind and dedicated and would never hurt a fly, but he would risk his life to defend his friends (if he had any)

Weaknesses: His torn loyalty between two Koros has had a deep effect on him and he often loses focus. He also has an extreme weakness to cold and an extreme dislike of water. He is also quite shy and paranoid.

Name: Desdemona [“Desde” to most, "Des," to Hanako and Masayoshi]Species: DasakaCaste and Clan: Menti Caste, Umbraline ClanGender: FemaleAppearance: Desdemona is a willowy creature, just inches over the average height but slim and slender enough to require a layer of slim, interlocking crystal armor over the upper half of her body wherever she goes, as though she were a bauble that were in danger of breaking. Her actual armor is a dark navy, so dark it appears almost black, with fine golden trimmings running near the joints and along her chest in ornamental patterns. Her face has a similar look; attractive to behold but frail and slim, only her eyes look consistently healthy. They are a deep, powerful navy blue, a rare color for a Dasaka that may be linked to her prowess as a Menti and telepath.

Weapon(s): Since her childhood, Desdemona has had particularly middling skill as a Soulsword and though she still practices regularly the discipline does not come as easily to her as the other three. For her court appearances, when she makes them, she carries a long, ornate crystal dagger marking her as a member of the ruling clan, but she is not particularly skilled at using it and instead deigns to carry with her a small pouch around her neck, with three crystal spheres fashioned for her by her nurse as a child.

Mask: Kanohi Sanok, the Great Mask of Accuracy, in the shape of a Hau.Powers: To make up for her lack of strength and fortitude from birth Desdemona was blessed with a profound, natural knack for the Willhammer, Mindarm, and Sighteye disciplines, as well as her lifelong prowess at Ideatalk; she's on the fast track towards becoming a Battlemaster for several years now. Her ability is such that it is almost always on, with the same amount of effort it takes to remember to breath or swallow food. In general, it manifests as nothing more than a quiet mental tug for most and when she wants to she can drop most of her whims and desires into another person’s head and embed them there, in the subconscious mind. She keeps this, as well as most of the range of her abilities, secret, so as to avoid scorn or undue attention on her family while they work to maintain the Archipelago’s runnings; to herself, though, she will quietly use her skills to keep tabs on those moving through her general area in the Imperial Palace, and often displays an eerie, near precognitive knowledge of the thoughts and plans of those who she can find.Traits: Quiet and reserved from her years spent in glorified house arrest, Desdemona is a sharp, politically savvy girl who realizes the gravity of her birth, her powers, and her situation. If not for her birth as an Umbraline and second daughter of the Rora it is entirely possible she would be abandoned or shunted to some other lesser clan affiliated with her family, for her situation is one that unnerves many of the matriarchs in her clan. She appears at court and sits council from time to time to help ensure her family’s continued superiority and prosperity on the Kentoku Archipelago as a testament to her birth and acknowledgement of her skills, but the subtle threat of sudden, swift change that Desdemona represents is always there, and it is a constant, unspoken dividing line between the Umbraline who seek change and the more conservative old guard.

Biography: If she were in any other clan – even the Fursics – she would be dead.

Desdemona was born almost a month early, frail and already sick from the day of her birth, and her very survival was, depending on which gossip you talked to, either a stroke of luck or some sort of omen from Zuto Nui; on her very first night alive she had used what could only be natural telepathy to scan Yusanora’s mind and plant a single word there: Desdemona. The name stuck, and over the course of her life the natural prowess of the Rora’s second daughter manifested at odd times, in odder places; the usage was never more than fleeting but it was decided that she should be tutored as a Willhammer in private, away from anyone else training as a Menti. After she was trained as ably as she could be – at a certain point she started to overshadow many of her own tutors – the isolation stuck, for both her sake and to prevent her from inadvertently latching on to those at court who she may affect and manipulate – publicly, anyway.

Desdemona still holds a place of honor during court and makes a conscious effort to try and not be an untapped reservoir of psionic power, but she has few relationships outside the top power structure of the clan, and though she is not explicitly barred from leaving the grounds of the Imperial Palace, she is strongly discouraged from doing so nonetheless.Weakness(es): Desdemona is below average in hand-to-hand combat and has no apparent skill at arms. Though she has attempted time and again to learn the ins and outs of the Soulsword discipline she has not yet found the time or the skll reservoir to pick up the discipline, and her ornamental weapons are merely that - ornamental.

-The Sleeping Dog-

Name: Jasik

Species: Dasaka

Caste and Clan: Menti Caste, Clan Dastana

Gender: Male

Appearance: Jasik's appearance (much like his twin sister Arsix) is one that strikes a strange balance between slightly intimidating and beautiful. He bears very handsome defined facial features with strong cheekbones and a sharp jaw-line. His eyes are dark, surly and bored where his sister's shine like bonfires, but they belie his drive and his improvisational wits. As royalty, he sports an extensive wardrobe, copper and orange and goldenrod, bearing his clan's colors proudly. Under the finery, Jasik is muscled and well-kept, a far cry from the slothful image he portrays, with colors of deep blue and ornate gold.

Weapon(s): A single dirk, ordained with crystalline patterns, exactly the same as his twin sister's blade. Jasik has grown adept with throwing the blade on his own time. Mostly for fun. Rarely sees combat use; the blade is mostly ceremonial.

Mask: Kanohi Ruru, Great Mask of Night Vision

Powers: His clan's discipline is the Mindarm, so Jasik was of course trained in the art as soon as he was old enough, but he is also a fierce Soulsword. True to his personality, he plays pretend with his very energies, conjuring up large orbs of energy akin to those of an amateur Menti. Only his sister knows better - they are in fact his very Soulsword speciality, powerful firecrackers that can explode with force that can punch through a chest or blow through a wall with a flick of his wrist.

Traits: Everything about Jasik is pretend. Though too bored and detached to even contemplate prolonged life on Sado, he has cultivated friends in the Imperial Palace that keep him up-to-date with the happenings of the royal family. Cultivating friends is something that comes easy to him; though he errs towards the controversial and his jests cut too close to the bone for many likings, Jasik is not a physically threatening man, nor does he threaten with words. He jests and lends assistance, and keeps the Dastana relevant by assuring that the money the clan bankrolls will be best put towards interests mutual to his family and to the lendee's.

Biography: The Dastana did not fight as ably as they potentially could have in the most recent of the Fursic rebellions, but they suffered their own losses all the same; the Toroshu's oldest daughter and her uncle were killed fighting under Umbraline banners, leaving the clan without a First Son and without an heir. The birth of Arsix Dastana, then, was a welcome relief for the moneylending clan. The birth of her younger brother Jasik was a miracle - and a complication. More than once the sister was mistaken for the brother, and the brother was given the tasks fit for a future Toroshu, which gradually became so inconvenient that eventually Jasik was shipped off to Sado for Menti training a few years earlier than custom decreed. His sister did not find out until a mere three hours before Jasik was scheduled to depart; sometimes, when in need of a laugh, he remembers the look on his mother's face when Arsix promptly slugged Jasik in the cheek, walked over to his side, and refused to leave him until they were both on the ship to Sado together.

While training in the Yards, he first met several of the Dasaka males who would soon grow up to be his fellow First Sons; among them was Kuno, a Fursic in a similarly male-bereft major clan. Many of the males had lost relatives to the latest Fursic uprising, and treated Kuno with thinly veiled distaste, but true to the style that would soon become his calling card Jasik sat back and watched the way the men interacted, learned their strengths and their weaknesses and slowly began drowning each of them in favors. He returned to Iki with his sister in tow, considerably more knowledgeable as a Menti - and as an information broker and courtier.

He rarely leaves Iki now, only choosing to go to Sado when his sister's business demands it; as First Son and sworn shield to Arsix, Jasik prefers to sit back and let the simmering rivalry between Umbraline and Fursic boil over once again, just as it did a couple generations prior.

But, he's slowly been forced to accept, it won't boil without help.

Weakness(es): Jasik is not as powerful as his twin sister Arsix, and though in good fighting shape, can be outmatched in a game of endurance and pure strength.

Personal Characters

-The Nuclear Option-

Name: Dorian Shaddix (“Dor”)

Species: Toa

Gender: Male

Powers: Iron

Kanohi: Calix

Dominant Hand: Ambidextrous, though favors his right when using his revolver.

Alignment: Highly talented, moderately bipolar captain of Bad Company [Ta-Koro Guard, loosely] (Chaotic Neutral) [Chaotic Neutral with Good leanings; Dorian’s morality varies on a person to person basis, championing some while leaving others to die depending on his opinion of them]

Appearance: The stuff of legends in the mercenary community – Dorian’s otherworldly beauty is well known and is responsible for as many successful jobs and kills than all the remaining tools in his repertoire combined. Even if his face was hideous, his body would be comely; it draws sharp, dark lines wherever he ends and the rest of the world begins, lean and quick with a hard body packed with muscle. He accentuates the look with his famous taste in clothing – after his recruitment by the Guard and his journeys with Joske Nimil, Dorian has taken to wearing his old leather pants, boots, leather bracers and fingerless gloves. Over his chest he generally wears a dark grey or black shirt of fine fabric, and recently he’s taken to wearing one of his old jackets from Xa-Koro, a black beauty of a coat chased with gold with a high collar, befitting his status as Brykon and Aurelia’s chosen lieutenant and golden boy. They are the closest thing Dor makes to a concession for armor; he wears the clothing and gait of a man who has not ever been accustomed to being hit. From his neck, a slender silver chain holds an ornate lighter, given to him by Joske Nimil, and three woven feathers from the wings of the Valkyr Anthyn. Across his arms, collar, and pectorals, ornate designs in calligraphic black ink draw themselves across Dorian’s body, a silent tribute and timeline to his past and his work; his tattoo ends at the back of each hand, with the inverted pentagram that was his Mark of Anger chased in black and iridescent blue, stark and proud. On his right hand, three Protosteel phalanges of Dorian’s own design – prosthetics for the set he lost in Xa-Koro in a fight against Brykon – curl and twist as naturally as his real fingers, and are adept at a variety of things, including discreet serration and even potential lockpicks. Aside from his prosthetics, only a single scar mars his flawlessness – a long white line, wavy across his navel, where the Shadow Toa Heuani ran his blade clear through Dorian’s abdomen. The Toa of Iron wears even this as a mark of pride; he is the only Toa to be chosen by Heuani for his nefarious side activities and survive. The sword that marked him, he wears at his left hip, constantly ready to be drawn. Even if his face were hideous, he would be a sight to behold until he looked up.

Luckily for Dorian, his face is not hideous.

Where in Xa-Koro he was more of an effeminate pretty boy Dorian’s face has matured and filled out into a more masculine, proud collection of features as vivid and unnerving as a work of photorealism. His chin is strong and bears the weight of his sharp jawline without complaint, while above it reclines a mouth that was born for easy, confident smiles and full pouts, all white teeth and veneer charisma. Those smiles have both won contracts and completed them in single fell swoops, and they can mean dozens of things depending on Dorian’s flippant attitude or wanton desires at any given time. What jobs he can’t accomplish with his smile, he pulls off with his eyes, arguably his most distinguishing feature – deep and dark and blue, twinkling with specks of silver; by turns they are flirty, dreamy, or unforgiving, and set in such proximity to his sharp cheekbones they can see all Dorian requires them to see and disseminate what they find down to its core. Before Xa-Koro, he was known as a devilish killer with an angelic face; now he attempts to use his ethereal appearance and his charming personality for aims that are slightly more good-natured, if still self-centered.

There is always a place in society for people like Dorian Shaddix; amongst other tools, he uses his appearance to claim it, and it has not failed him yet.

Weapons: As a gunslinger of renown across the island, Dorian's primary weapon has long been his six-shooter revolver. He acquired the revolver after the execution of a Bad Company underling, Naryth (formerly played by KNI) and picked up the weapon as a trophy of sorts. (Approved by Friar Tuck.) Though his revolver is a sturdy weapon of proud make, and he can use his Toa energies to create new bullets for it any time, he is also a master swordsman and hand-to-hand fighter, meaning he is just as dangerous with a sword or gauntlets or even fists as he is with his gun; he can create all these things and more with his powers. For longer range kills, he draws a sniper rifle that uses components crafted from disks of speed to launch bullets at high speed. These bullets have no extra powers or properties, and are basically just chunks of shaped metal. The weapon's barrel has been shortened from standard length, and includes a built-in silencer-like device and scope for stealth and accuracy respectively. The rifle uses clips of twenty bullets, though bullets can be loaded individually if needed. (Formerly used by Onuzek [played by Gravity/The Tomorrow Girl], approved by Nuju Metru)

Recently, he has once again come into possession of the proud crystal flamberge that once belonged to Makuta's lieutenant, Heuani, and then to his friend Joske. The flamberge has a sturdy, elegant metal hilt – a basic T-shaped crossbar, an unadorned ovular pommel, all crafted out of smooth lines – but what is remarkable about the weapon is its transparent, rippling blade. The blade suits Dor perfectly, as though it was made for his arm. The blade looks like it is made of glass, and its edge is so sharp that it almost disappears into the air. The seemingly smooth surface of the blade is actually comprised of exceedingly minute flat polygons that bend so subtly that their edges are imperceptible unless closely examined. Inside the blade, there is a tiny crevice, an angular-looking air bubble; it is the sword’s only flaw.

Personality: Darkly playful, casually funny, and undeniably dangerous, Dor Shaddix has nonetheless been changed by his experiences over the past two years. After watching his machinations as a Mark Bearer and lieutenant for the Peers crumble one after the other along with Xa-Koro, and escaping the Ta-Koro Guard after Vakama’s death, Shaddix decided to test out life on the other side of the tracks and cut a deal with the Guard. His time there left his senses honed and his life anything but boring, but turning in criminals and getting paid a penance (compared, at least, to his exorbitant fees working for Aurelia) has left Dorian thoroughly miserable.

His charm is no longer eerily consensual; it’s now almost sinisterly codependent, a series of verbal, physical, and expressional tics that combine together and condense him into one big living croon, dark and smoky and perfect, able to soothe as easily as he can tantalize. Every step of his is a lesson in casual, easy confidence and seduction, part military march and part saunter. His time with Heuani had more of an impact on the young Toa of Iron than he realized, in the end, and it shows at times in both good ways and truly terrible ways.

With no true fear of his own death and the practiced motions of a man who has never known defeat, Dorian is a quick and preternaturally talented fighter with his hands, marksman with his guns and duelist with his sword; his offenses are ferocious and unpredictable, his defenses fluid and obstinate. The same attitude applies to his attitude with people – genial and clever, if a bit quick to mock and a flair theatric, Dorian makes friends and allies easily; however, when around an enemy or someone he dislikes every twitch of Dorian’s body or tone can represent the impending twist of a neck or loss of a heart. When he is offended by those he cannot kill, he nurses the grudge and gnaws it to the bone; as lieutenant of Bad Company his ground rules were to “never ###### me off” and “never fail me,” and it is these cardinal guidelines he cherishes above all. Those who break them didn’t live to taste insubordination again.

Bio: Dorian Shaddix is back.

From his early days as a wealthy merchant’s disappointing but quick-witted son in Ko-Wahi to his time as one of Mata Nui’s most darkly talented killers, from rubbing elbows with Mark Bearers and Dark Toa and serving as Aurelia’s favorite fixer, Dorian Shaddix’s life has been about moving from one purpose to another. After Makuta fell and Dorian took a consultation fee with the Ta-Koro Guard, for the first time he found himself truly miserable with no way out, engaging in vice after vice in the quest for something he could sink his fingers and teeth into. As the months rolled by and he sank further into despair, the young assassin was forced to face the truth: Dorian may have been one of the island’s most talented mercenaries and vivacious youths, but for all his personality he had nothing to live for.

It turns out that the Great Spirit had a purpose for Shaddix, after all.

Dor, through several sources both governmental and private, either charmed his way into or was given access to a variety of resources – now armed with an array of safe houses, contacts, weapons and cash (oh, so much cash…) he has to adopt the persona of the seductive, debonair killer yet again, in order to arrest the remaining members of Bad Company and bring their employers to justice; that in itself is no mean feat, but to do it with Dorian’s age and history, especially while he continues to rediscover the allures of his former station in life, is another thing entirely.

Weakness(es): Dorian can be slow to forgive and stubborn to a fault, alienating potential allies for one wrong move or phrase. In addition, the flamberge wound on his abdomen refuses to heal properly (potentially a property of the sword) and repeated blows to the gut from a strong opponent can open it up and send blood gushing out.

-The Chosen One-

Name: Reordin Maru

Species: Toa of Ice

Gender: Male

Powers: Due to using Kopaka’s Essence Stone, Reordin has immensely honed control over the element of Ice and can resist some of the coldest temperatures on Mata Nui for extended periods of time.

Kanohi: Reordin wears a Kanohi Tauhaka, a Mask of Alchemy. The Kahoni Tauhaka allows its user to change the material or element(s) of one object into another. For example,Reordin could turn a tree from wood to stone, or a metal door to glass, the transmuted object gaining all the new strengths and weaknesses of the new material. The Tauhaka cannot create or destroy new things; it can only alter already-created items. The rate of change is determined on the size of the object – the larger the object, the more time is required exponentially to transmute its substance. Against living beings, the Tauhaka is far less effective.

Weapons: For weapons, Reordin wields two ice axes (what most people would call ice picks) with serrated inner edges; the weapons are versatile for both combat or for maneuvers which may require him to grab onto something such as the top of a building or the crevice of a canyon.

Reordin’s face is handsome, with defined cheeks, a strong jaw, and a thin mouth that seems to be continually smirking. Most notable are his eyes: two big, steel blue orbs shrouded in mystery that seem to focus like those of falcons gazing at prey when he’s examining something or coming up with a plan; his gaze can either pierce your soul or warm it, depending on his feelings towards you.

Alignment: Wanderer's Company (Neutral Good)

Abilities: Extremely diverse knowledge of parkour, or free running; his body is adjusted for the toughest physical conditions, and he has borderline Calix-level power over his body movements. He's also versed in several different hand-to-hand and sword-fighting styles. Reordin has the natural poise and tactical brilliance of a leader, and has a good feel for the emotions of his men and how to assuage them.

Personality: As a lifelong soldier and cop, Reordin has always made his living off of what he believe: namely, the subtle facial tells of a suspect's face, the evidence someone leaves behind at a murder or robbery scene, or the tactical layout of the place where a perp is hiding out. Destiny is not high on his list of favorite things, nor is the concept of fate; as someone who has deliberately plotted out his own life path ahead of time, the Toa of Ice is a very quick thinker, always planning on the move, even sometimes switching up his entire battle strategy in the middle of engagement if only to confuse his enemy and give him the upper hand.

During his time with the Wanderer's Company and his tenure as Stannis' presumptive deputy, however, Reordin has developed an appreciation for deep thinking as well as quick thinking, often trying for the sake of the rest of his team members to create a hybrid of the two that both fits his leadership style and the purpose the team was assembled for. The personality imbibed into him by Kopaka's Essence Stone has only furthered this begrudging appreciation for the philosophical. Though he may occasionally be the butt of jokes for this, Reordin is not a man who suffers fools gladly, and will pay back a jibe or a gag in turn down the road, and much more sharply. That said, he is a man who not only appreciates the value of teamwork, he appreciates the value of family, and the bond he shares with his team - his family - is unbreakable by nothing short of a hundred Great Spirits.

Biography: Reordin started out his days as a simple Matoran - a bright eyed idealist, in fact - with a sense of duty to Mata Nui and to his people. The moment that he reached the age of eligibility, he signed up for the Sanctum Guard and quickly became one of Ko-Koro's most well-known beat cops; criminals and Guards alike both feared and respected him for his growing willingness to go outside the boundaries of what a normal cop would do, and only by the skin of his teeth and his brilliant capture record did he escape administrative action. However, while leading a platoon of Sanctum Guard troops for the Island Liberation Squad in the Battle of the Hive, Reordin's lieutenant, Darrick Bane, as well as the majority of his men, were killed in combat; the two other survivors died en route to Ko-Koro to spread the news.With no one to corroborate his actions, Reordin - along with, unknowingly, his Ussalry counterpart and bromance partner Sulov Koskium - were placed on administrative leave; while Sulov was discharged, Ko-Koro was attacked by terrorists before Reordin's case could be reviewed, and the lieutenant immediately led a group of ILS forces to the village to see what he could do. He is currently assisting his home in any way he can, all whilst bearing in mind the ominous visit of a strange Ta-Matoran the morning after the Battle of the Hive, during which Reordin was told to watch for the Wanderer, who would change his life forever.

So he watched. And watched. And watched. And…Stannis.

Instantly, he and the Pa-Matoran butted heads, arguing over strategy, the Essence Stones, what the fate of the Chosen may be, and, at the crux of each debate, the faith of the saint vs. the logic of the soldier. Throughout their journey, however (and with the help of a certain Le-Matoran flygirl turned Chosen One) Reordin managed to develop a budding appreciation for the Wanderer’s style of leadership. When Stannis and Oreius, another Matoran from the team, were separated from the rest of the Company, Reordin took charge and collected two of the remaining stones while Stannis’ half of the team collected Pohatu’s.

When the team linked back up together, Stannis and Reordin (kind of) buried the hatchet, and the team used the Essence Stones to transform into Toa. Now Reordin is a Toa of Ice in the vein of Kopaka, and is learning to use the power of the First Toa whilst not completely surrendering himself over to the personality of his predecessor. Of all the predecessors he could have gotten, it was Reordin's forefather that ended up being Heuani; the Toa of Ice refused to follow in his footsteps and assisted in the final vanquishing of Makuta. After the battle and the team's experiences in Mangaia, Reordin returned to Ko-Koro to defend the village.

Currently, he serves as its chief protector.

Weaknesses: As a Toa of Ice, Reordin isn’t big on fire or intense heat, and his penchant for cockiness in the face of an enemy hasn’t exactly dulled much, either.

-The Piraka-

Name: Avak

Species: Skakdi of Stone

Alignment: Creatively gifted but temperamentally unpredictable engineer for the Piraka

Gender: Male

Appearance: Avak is a rather typical looking, almost totally unremarkable Skakdi of Stone. With bulging muscles under sandy brown armor, rugged features that betray his magma-colored, quick, dissecting gaze, and a burly stance whenever he’s in the room, his presence would be completely unremarkable if not for the fact that losing track of Avak could quickly get you backstabbed and killed. At best.

Weapon(s): Avak’s primary weapon is his trusty Seismic Pickaxe, which can slice apart any surface and then weld it back together with the utmost precision and also features a jackhammer side that can fire off destructive energy blasts, much like a souped up energy pistol of sorts.

Avak is also armed with a Zamor Launcher, which he loads with the Piraka’s virulent yellow-green “jitter spheres,” Zamors filled with a powerful, hallucinogenic fear gas. Repeated exposure to the fear gas has made Avak, like the other Piraka, immune to it.

Powers: Avak, being a Skakdi of Stone, has limited powers over the element of Stone, which he can use only in conjunction with another Skakdi. He also has X-Ray and Telescopic vision at his disposal.

Stranger still is his prison power: Avak can use his mind to create a perfect living prison for his enemies which would counter any powers they could possibly use.

Traits: Avak could scoop up a couple pebbles and a palmful of sand, roll it betwixt his fingers, and produce you a contraption that could vaporize an entire building. Easily the Piraka’s most skilled and fast-paced creative mind, the Skakdi of Stone’s cabinet of mental blueprints can be perused and produced in hyperkinetic speed. A skilled multitasker, he will often dabble in two or three weapons and inventions at once, just for the purpose of keeping himself busy. Able to detect and dissect trends before they happen, Avak has given up on trying to explain his thought processes or his ideas to the other Piraka, preferring to keep his highly inventive psyche to himself.

So why is he with them? Frankly, because he’s a prick.

Though his loner antics and willingness to screw his teammates have left him hated and distrusted by most of the other Piraka, he is considered invaluable for his skill with keeping the Piraka alive through mechanical inclinations but is not considered someone that anyone would want on their team as anything more than a last resort. He is typically sulking, able to flip into a volatile temperament that makes him impossible to argue or reason with. He will often calm down after a brief period of time but instead of apologizing or trying to make it up to the team will just tinker with new ideas and make it up to himself, not to them.

Biography: As of yet, unknown.

Weakness(es): Avak prefers to use his machinery and his intellectual property to give him the upper hand in a fight, for he’s generally weak in any sort of hand-to-hand fighting.

Appearance: Tall and muscular, with rolling broad shoulders and quick hands, Raknar is a powerful Skakdi. He is surprisingly fast on his feet and steady for someone so big, befitting someone so accustomed to life on the deck of a ship. He wears an insulated jacket of fine Muaka hide, with fur lining the insides of the sleeves and the collar for cold weather sailing after a particularly frosty voyage through Ko-Wahi during his brief stint with the Infernavika. Seprillian's face itself is surprisingly open, windswept and ruggedly handsome with golden eyes and a broad, sly grin.

Powers: Raknar has access to the element of Stone, if in conjunction with another Skakdi. He also possesses acute X-Ray vision.

Equipment:For more long-range combat, he utilizes his Zamor Launcher, but long range combat bores the captain to tears. See him crying? Those are long-range tears.Raknar's chief weapon is a ferocious longaxe, capable of cleaving off a limb or a head with its head; he can use it for offense as well as defense. He also looted a nunchuck-morningstar hybrid from Xa-Koro before its fall, but it has fallen into a state of disuse since he commissioned the Charm and he only polishes it because, "well, a man's gotta love three things: his ship, his weapons, and his girl."

Personality: Raknar is a rebellious, reckless scoundrel that was born to be either a cowboy or a sailor - leave it to him to find the one profession that could combine both occupations into one glorious love child. The Skakdi has a taste for the simple things, sentimental and sure of himself and his ship. During his brief, miserable time as the captain of the Infernavika he realized that the basic joys he'd once extracted from being a rogue had vanished into thin air, to the point where when Lohkar revealed he was alive the Skakdi willingly gave the Lesterin back his ship. The spark has returned to him in the form of the Southern Charm, his sleek, powerful new flagship.

Biography: As former captain of Raknar's Fist and even temporary captain of the Infernavika, thanks to a clever ploy on Xa-Koro, Raknar would have been well within his rights to retire after Lohkar made his escape from Xa-Koro. But retirement wasn't in the Skakdi's language, any more than "fairness," "incarceration," or "vegetarianism." Under an assumed name he worked his way into Po-Koro and commissioned himself a newer ship, the Southern Charm. Not so big as the 'Vika, but quicker and not without its own formidable displays of firepower, the ship made a name for itself in the waters around Xa-Koro before the Kumu Islets fell.

If anything could have united Lohkar and Raknar after a century of petty squabbles, it was their old haunt plummeting to the depths of the ocean floor. After Makuta's fall and the return of peace to Mata Nui, Raknar made port in Ga-Koro, spending some time as a privateer in between voyages through routes both old and new on his charts. He still pirates - old habits being what they are and all - but thanks to the incessant nagging loving advice of his First Mate Slumpbuster Curvypants Song, his horizons have slowly been broadening.

Weaknesses: Raknar has finally learned how to swim, but he's still a big guy who's accustomed to physical fighting, so being in the water slows him down.

-Surf Rat-

Name: Tillian

Species: Toa

Gender: Male

Powers: Gravity.

Kanohi: Kadin

Weapons: Tillian's weapons are a Rahkshi of Hunger's Staff of Absorption and a one-handed short sword. His body, however, is a much more powerful weapon than anything he wields: his canines are sharpened and powerful, able to rip through flesh in a second and bone in several, and his strength and speed make him a formidable foe in battle for any opponent.

Appearance: Tillian is tall and good-looking in the way that the prom king of a high school is: he's unassumingly handsome, with a kind, well-kept face, bright blue eyes, and a cheeky grin comprised of nothing but even, pearly white teeth. When you look closer, however, you'll see the way his canines seem to slope and end in dagger-like points, the way his blue eyes pulse with little red pinpricks of light when he starts to get hungry, the almost anemic tone he gets in his skin after a day or two.

Dominant Hand: Left

Alignment: The A-Team (Neutral Good)

Personality: Tillian's confusion about his true self is outmatched only by his discomfort when it comes to his celebrity. He is, in his own heart, as pure as a person can be, always ready with a joke, uplifting message, and making friends with a person as soon as he meets them. However, he is plagued by dreams of a darker, more violent image of himself, and his inner insecurities about what could happen if this version of him comes into fruition were only furthered by the events of Makuta's fall. Despite these nagging doubts, Tillian is a largely sweet, devoted, and "what you see is what you get" type individual.

Biography: One hundred and eighty years ago, a young boy was born into one of the most respected and wealthy families in all of Ga-Wahi, the Juturna's. This boy - who was given the moniker of Tillian, an old family name - grew up to be the darling of the entire village, a surfing champion, brilliant kid for odd jobs, and an all around good guy to have at your back in any situation. A year ago, though, Tillian left Ga-Koro for Po-Wahi to see if he could help pinpoint what exactly was happening to the Chronicler's Company. This decision changed his life.

Rahkshi. Six of them attacked Po-Koro on the day of Tillian's arrival, and after becoming the first person to kill one of the creatures since the fall of the Toa Mata, Tillian earned himself a high ranking spot in the Po-Koro Guard and connections with a group of people who would later form the basis of what was affectionately titled The A-Team: Tillian, his first-patient, then-girlfriend Emotia, his best friend Skyra, Skyra's girlfriend Laserbeak/Liara, and Emotia's best friend Reaver. The team - gaining members along the way, including Tillian's subordinate and field partner Naona as well as a stiff Gukko Force officer named Krayn - moved throughout all of Mata Nui performing deeds both good and heroic.

After his marriage to Emotia, the team splintered, with Skyra leaving to embark on his own path with another team, Krayn and Naona going back to Po-Koro, and Reaver following the Mark Bearer of Fear Utu blindly while Tillian, Emotia, and Liara stayed in Ga-Wahi. The team met up once again at the temple of the Mark Bearers in the Kumu Islets, where those who bore Marks had them erased - with a few exceptions, namely Utu, Salvinn, and the team's most recurring enemy Dorian - and those who didn't made their way back to their own lives.

Or so it was thought.

Now pretty much everyone is dead, Liara doesn't want to talk, Skyra's a girl and things are hella awkward.

Weaknesses: Tillian's blood cells deplete much faster, meaning that if he doesn't get some form of blood in his system every few days, his body will slowly desiccate and dry up until he is practically mummified, only able to move his eyes until he's fed.

-Captain of the Guard-

Name: Angelus ("Angel")

Species: Toa

Alignment: Ta-Koro Guard [Kino Iho] (Neutral Good)

Gender: Male

Appearance: Angelus is long and lanky, though bulking up with muscle; he's recently begun growing into his height and it's obvious from the way he's filling out with muscle in his arms, legs and chest. His armor is primarily scarlet with streaks of black and black fists, feet, and mask. Behind the mask are two blue eyes, wary and searching but not without their little glints of naiveity. His face is guarded and unassumingly comely, but his smiles still come often and brightly. Below the neck, though, his chest and back are mottled with the scars of old wars - his back and biceps carry the claw and teeth marks of Muaka and Kavinika from his years in the jungle, while his chest is scarred with the Marks of Fear, Anger, and Lust from extended torture during his time tracking the Mark Bearers.

Weapon(s): Angel wields a long, ornate Protosteel longsword given to him through a wish by Joske Nimil's Mask of Conjuring. The blade is engraved with a series of ancient runes, one corresponding to each element; when an element strikes Angel or the blade, a piece of its essence will be imbibed in the blade itself, and whatever Angel strikes the blade will discharge another element into it that is either the foil or the weakness of the element it absorbed. This does not lend Angelus any control over the element itself, just releases a blunt discharge into whatever he strikes. It also means he may need to take a hit from the element for the sword to absorb the charge.

The Toa of Fire also wields a specialized rigged gauntlet that fits his right forearm, with an extending trigger in his palm. When he has the trigger extended and activates it, a spring activates, sending a miniature javelin of either sharpened bamboo (potentially tipped with toxin) or a sleek metal, with notches to properly fit the gauntlet's shape. There are three holes for his stakes to fit, forming a triangle shape around his forearm.

Mask: Kanohi Hau

Powers: Control over the element of Fire and the ability to shield, in conjunction with his Kanohi. Angelus is also a highly adept hunter, tracker and survivalist from his years in the jungle. He's quick but powerful, and his blows tend to bite for several minutes after they land.

Traits: Angel is proud but friendly, seemingly at ease with all manner of people and location with the exception of his own office in the Guard HQ. His time tracking the Mark Bearers and Heuani for the Ta-Koro Guard has kept the flames of his idealism alive but in check - he still has become largely desensitized to the prospect of death and he has now been around other people long enough to understand their faults and shortcomings, but he still tends to believe the best in them and trusts them to their word. However, as someone so totally self-reliant, who had his morality and personality shaped by the jungle, his natural curiosity and free spirit has still left him feeling ill-suited to the role of Captain, even as the crime rates drop and the Guard morale skyrockets.

Biography: The freelance tracker and guide has become Captain of the Ta-Koro Guard; his new position is cush and keeps him largely around the people he knows best, but Angelus far prefers his old occupation to the new.

After spending his youth growing up in a treehouse he built with his own hands and eating only that which he picked or killed himself, the Toa of Fire's life changed forever when a routine visit to Ta-Koro to pick up some medical supplies unavailable from jungle scavenging led him into Tuara Drigton. The Deputy of the Guard and her partner Kinvex were looking for someone who knew the jungle (especially the tricky area where Le-Wahi and Ga-Wahi met, just south of the volcano) reasonably well to track down a Mark Bearer named Dorian Shaddix. When they found Dorian, he struck up an unlikely alliance with Utu, leaving Kinvex dead and the Guard on the run. Tuara and Angel began seeking out other Mark Bearers, those who had aims that did not align with Utu's. Along the way, Tuara was infected by the vengeful spirit of a criminal named Tarn, who lived inside the Mark of Cruelty. With Tuara as his permanent host, he began infecting other Bearers and uniting them under a single banner.

When he was finally purged from Tuara, and the Marks destroyed, Tuara had changed. She attempted to return to her old life in the Guard, but as someone who did not comprehend many of the vices of society Angelus didn't know quite what to do with her and underestimated the depths of her psychological and substance problems. Joske Nimil's arrival and subsequent recruitment of the couple into his team to locate the Crystals and defeat the Shadow Toa Heuani only opened up the wounds; Angelus spent the first leg of the journey sullen and detached from his new teammates, and Tuara eventually was disgusted by both his attitude and Joske's method of moving and left. Angelus, however, stayed, and formed a budding friendship with Joske, his girlfriend Cael, and the Ta-Koro Guard officer Agni.

Their mission culminated when Joske fought Heuani at the Kini-Nui, leaving Angel and Agni - both of whom were seasoned in combat - to command the defense of Mata Nui loyalists against Makuta's evil legions at the Kini-Nui. The battle was a success and Makuta was vanquished thanks to the attempts of the Toa Maru; with the war over, Angelus returned home to find Rahkshi corpses scattered through the Koros, Tuara in the arms of Dorian Shaddix, and the office and badge of Captain of the Guard awaiting him.

Weakness(es): Angel is not used to being held somewhere for very long, having spent most of his life in wide open spaces. He gets very antsy.

-The High Priest-

Name: The Red Hot Chili Pepper ("Redhot")

Species: Toa

Gender: Male

Mask: Kanohi Pakari

Powers: Elemental Power of Earth

Equipment: His elbows, fearsome things to behold, have been known to cave in a man's cheekbones - no matter how pretty - with a single crushing blow. Has fists like marbled ham, if you put marbled ham on a morningstar and slapped someone in the face with it Pakari-tier.

Appearance: About a hand-and-a-half taller than the Toa average, and thick with muscle; Redhot's jaw is lantern-shaped and spare, his face stark and teeth massive, but his grin always betrays a certain cheerfulness, and scarlet eyes brim with energy, giving him a youthful cast. Bears midnight black armor, with some concession to bright red streaks on the vambrances, calves, and heartlight. His costume is a single bandana tied around each wrist and a half-mask that covers his eyes, shaped in the form of a bright red bell pepper.

Personality: Soft-spoken and friendly, the Red Hot Chili Pepper takes his name less from his personality and more from his famously resilient taste buds - he loves all manner of spicy or hot foods and can wax poetic about them for hours. Also passingly fond of good alcohol, though he tries not to get drunk when he can help it. Red Hot Chili Pepper tends to serve best as a lowkey bastion of wisdom and advice, though he is more than willing to function as a party tank if need be, raising the question of whether there might be a little bit of a berserker's streak to him after all.

Appearance: Whitehot is either an inch or two taller or smaller than her brother; no one really knows because when the two stand together, a witness tends to be thrown bodily into the air so high that all other witnesses are forced to locate him, like a golf ball voyaging whimsically across the cosmos. Either way, tall and shapely, with muscled arms, legs and abdomen lending her the power of a brick (HOOOUSE) the Warrant Officer tends to cut a striking figure in her navy Marine uniform, clashing against her white and black armor set and highlighting her cheerful green eyes. Her Pakari is shaped like a Kualsi and colored a light grey. Her smile, though potentially as big as her brother's, is much rarer.

Technological items: Volo Lutu Launcher

Weakness(es): Her little brother's ######, being an Earth Toa in a largely aquatic environment

Alignment: Hot

Personality: Much more serious and no-nonsense than her brother, Whitehot shares her brother's love of a fight and berserker's streak, though tends to be much less vigilante about it. Her time with her partner has slowly coaxed her out of her shell a bit, but Whitehot still tends to be the "bad" cop (AYY YO MA) and it requires a lot more to earn her respect than her happy-go-lucky big brother.

She could still drink your ###### under the table doe she's not the White Hot Munequita for nothing.

Biography: Whitehot was born to a poor family in Onu-Koro famous for its obscenely muscled, ridiculously laid back kids, but most of her easy-going attitude was spent on trying to keep her younger brother Redhot out of trouble. A huge kid even by Hot Family standards, and always down for a brawl, Redhot grew up wanting to pound people into the dirt for a living under the Ussalry banner, but after his infamously disastrous entry exam her brother went off to the Crucible with all the funds he'd intended to save up for his Ussalry uniform.

Whitehot went out through Mata Nui, from the highest jungle to the meanest snowbank, looking for her brother. Finally, heartbroken and nearly hopeless, she stumbled into a hall in Ga-Koro known as the Crucible - there she saw not only her brother, cleaned up and happier than she'd seen him in a year, staring starry-eyed at a young Toa of Fire who was literally jumping rope with a drunk's body.

Satisfied that Redhot's new infatuation could keep him on point for the time being, but still wanting to keep an eye on her brother regardless, Whitehot took the entry exam for the Ga-Koro Marines and passed with flying colors. Her only request was the ability to choose her own partner, a totally contradictory pretty boy who was just coming off a slump of his own [NOT WHAT YOU THINK] and took a similar Warrant Officer job.

-Tyler

Edited by Aikuro Mikisugi, Apr 29 2015 - 08:07 AM.

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the hero we...deserve? most interesting man of our...huh? i think you got the wrong guy here...

OOC: here is my charactersZakamaName: ZakamaSpecies: ToaGender: MaleElement: FireAlignment: GoodMask: Mask of ShieldingAppearance: His build is similar to Zacax, hazel eyes, greyish-black with red armor, red Kanohi mask. His legs armor is heavier than his arm armor, and thicker as well. His normal attire, a grey vest with a red button up, grey slacks, fingerless black gloves, black dress shoes, and a pair of goggles.Powers: Control over fireAbilities: Zacax has natural combat abilities, being a master swordsman, an inventor, and a master at firearms.Weapons: Two twin katana like weapons (The only difference is that handles are more bent like the grip of a gun)Personality: Z is very quirky, comical, and was intelligent before his memory loss. He doesn't know the meaning of right or wrong, and asks people what is right and what isn't. He is extremely passive aggressive, and a bit nervous.Backstory: He can't remember his past at all...he lost his memory during a great fall and lande on his skull. He is glad to not be in a coma, but he doesn't remember his past, and certain things. Currently, he is a part of a Toa team created by Toa Kaithas, and hopes to find his past through this new Toa Team he has joined.Weakness: To much pressure or confusion. In battle he is relatively slower than most.Zacax:Name: ZacaxSpecies: ToaGender: MaleElement: FireAlignment: GoodMask: Mask of EmulationAppearance: A skinny built, and lanky Toa, Zacax is roughly 6'11 and wears red and dark red armor and a black body suit under that serves as mail (the chain like clothing worn by knights under their armor). He has thick leg armor, with dark red thigh armor, dark red knee pads, red shin guards that get wider until they reach the ankle, which is covered by dark red armor that cover the whole ankle, with red armor boots. Contrasting to his leg armor, his arm armor is not as thick, bulky, or wide, with no upper arm armor, with red lower arm armor, dark red elbow pads, and black gloves with red padding. His chest armor is red, covering his torso, shoulders, neck and upper back, no armor covering the quad, and wears a dark red belt with a red buckle, and wears a red mask of emulation (which was designed to looke like a Hau with a black sun visor to fool enemies).Powers: Control over fire, can create fire balls, all powers a Toa of Fire would have, as well as the power to copy his foes powers and elemental powers.Abilities: Zacax is very useful as an engineer, a blacksmith, and an inventor, often earning the nickname, "Tradesman Zacax,".Personality:Zacax displays a light-hearted, talkative, easy-going, witty and cheeky manner, but repeatedly demonstrates a vengeful and unforgiving streak as well, with him, there are rarely no second chances. He has this one warning code, punishing his enemies if they persist in their hostilities, this is coupled, however, with an intense sense of regret of the deaths of both his friends and enemies. He also has a tendency to babble, mixing apparent nonsense with vital information, sometimes acting erratically to put his enemies off-guard. He is prone to making comments that to outsiders seem obtuse or rude, sometimes to his own embarrassment. He is also able to rapidly switch between moods, from mania to anger to nonchalance and uses this as a form of reverse psychology on several occasions.Backstory:Zakama's older brother and trainer. He is best friends with Hanix and is a master in weapons crafting, invention and engineering. He and his brother became Toa and were trained by Tahukama. For Zacax's protection as well as Zakama's, Tahukama hired a Toa of Fire with the same name as Zacax's to protect the two and serve as a decoy at points (due to the two Zacax's looking similar).Zacax owns his own blacksmith shop in Ga-Koro, his home in Ta-Koro, stating that he loves to work at the beach, though selling weapons on floating Lilly pads isn't really all that fun, especially with the waves. He also had crafted his own boat to travel to different regions on the island, but it was when he would go sell weapons across the island, but decided to stay in one place to sell his weapons.He grew up on the island with Zakama, however, a few years ago he had lost his brother in Le-Wahi, and hasn't found him since.The DuskName: The DuskGender: MaleSpecies: ToaElement: EarthAll inner: Chaotically EvilKanohi: Mask of illusionPowers: Can create rock hands that come from the earthAppearance: All of his armor is black, same with his mask. He wears a purple cloak, and his armor is like thorns, and he has claws instead of hands.Weapons: Thorn staff.Personality: Cold, ruthless, cruel, evil and malicious at ethe perfect words to describe him.Backstory: Not much was known about him, other than he was once a part of Zaax's team, but decided to become evil. Only he knows, no one on his team knows why. He has a deep hatred for Toa, and tortures matoran for fun.According to Zacax and Tahukama, The Dusk was originally a student that was corrupted like Darix, and became Darix's student and prodigy, as Zacax was to Tahukama.HelsinaName: HelsinaSpecies: ToaElement: PlantlifeAlignment: Neutral Kanohi: Mask of LevitationPowers: Same as any Toa of PlantlifeApperance: She has green and dark blue armor, with a green kanohi mask, with spiked armor, she is quite beautiful to most.Weapons: None, she uses her plantlife powers as a weaponPersonality: Crafty, manipulative, sly, quick to angerBackstory: She has lived on this island for quite some time, and considers the plantlife her friends. She mainly lives in Le-Wahi. She, like many toa, was once a matoran, however doesn't care for fighting against evil or for the matoran. She is a mercenary.Weakness: Fire, melee combat.DarixName: DarixSpecies: ToaGender: MaleAllignment: Pure EvilElement: IronKanohi: Mask of Mind ControlPowers: Can alter and change any metal, iron, or steel substance.Abilities: Skilled in combat.Appearance: Darix is the same Height and size as Tahukama, however, Darix is black, with dark blue and gunmetal armor, that is scratched up and has spikes, his mask is black, and has claws instead of hands.Weapons: Kra-Staff (It's a septor looking staff with a black orb on top with a red eye marking on it)Personality: He is cold, malicious and deceitful. He despises Tahukama, and the light. He is intelligent, and knows how to find one's flaws.Backstory: He was once Tahukama's best friend, and closest ally. However, darkness consumed him, and he became blind, believing right is wrong. Only Tahukama knows how this happened... Darix hates Tahukama, but hates the light more, as those consumed by Darkness do.Weakness: Low SpeedHanixName: HanixSpecies: ToaGender: FemaleElement: WaterAlignment: GoodKanohi: Mask of TranslationAppearance: A dark blue Toa, with dark blue and silver armor, dark blue mask, and her hands and feet are a mata blue. She is beautiful, her armor is flexible, due to her being agile and nimble.Powers: Control over water, create water, Abilities: Hanix is a dancer, and her dance moves help her in battle. She is flexible, nimble and agile.Weapons: Two twin katanas, chain scythe.Personality: Hanix is more mature and serious than her brothers. She can be funny, but she hasn't been so much.Backstory: She was one of Tahukama's first students, being more experienced then her brothers. She does not have a team, and prefers to work solo, being strong enough on her own.

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"Literature adds to reality, it does not simply describe it. It enriches the necessary competencies that daily life requires and provides; and in this respect, it irrigates the deserts that our lives have already become,"-C.S. Lewis

Weapons: A pair of wrist blades hidden in the armor of his forearm. A rahkshi staff that he picked up during the battle for Ga-koro and a clump of protosteel. A recent addition is a set of bracers that are capable of reflecting force back at the attacker.

Description: Totally silver with the exception of his dark green eyes and heartlight. A brown cloak with a variety of pockets on the inside. Most of the time the cloak is swept back or taken off altogether. A large semi-flat lump of metal hangs off his back, not fused there, but hanging from a strap that goes over his chest.

Weakness: Is better at blocking hits then taking them. If something does get through to him it takes more from him then from a normal person.

Alignment: Crew of the Fowadi

Personality and history: Kale was raised in a small village on the border between Onu and Le wahi. The only child of a well off family of metalcrafters made sure that he had a decent upbringing. His mother and father stressed ethics and manners while teaching him and told him stories of great heroes. When he left his village he saw the state that the island was in and was driven to help. After a time, he went back to wandering and joined up with the Fowadi where he now serves as First Mate. During his travels across the island, he has learned how to take care of himself and prefers to use his head in a fight. A bit of an inventor.

Recently he led the crew of the Fowadi and the Pirate ship Infernavika on a hunt for the escaped criminal Rehn. The adventure forced him to learn just what it entails to lead people. Eventually they cornered Rehn on an island off the coast of Ta-wahi and captured him. On the island was a trove of relics with amazing powers, one of them being the bracers that Kale now wears.

Skills: Foraging, basic first aid and pinpoint control with mask. When growing up, his natural talent for elemental control helped him to learn fine control of his powers in the workshop, a skill that he has only improved since leaving, adding endurance and strength through constant use on his adventures.

Name: Loren

Description: A fairly normal sized Toa with grey main coloration and black secondary. His eyes glow out of his Kualsi in a shade of light grey and have a hint of laughter in them. A large black, burn resistant cloak normally covers the nicks and dings that his armor has gather over the years, including a trio of jagged claw marks that run over his left shoulder and halfway down his back. His shortswords are held in brown leather sheaths on either hip. A small black bag hangs from the swordbelt with a trio of stars sewn onto it.

After his promotion to Commander of the RRF, Loren has added a series of heavier, slanted plates to the more vital areas in expectation of the heavier combat that goes with the post.

Species: Toa

Gender: Male

Powers: Sonic elemental powers and teleportation from his Kualsi. He specializes in creating soundshapes with his powers. While prolonged containment is difficult, he is proficient enough to create simple shapes and give force to his constructs.

Weapons: A pair of high tensile strength short swords that have been tweaked to allow for easier use in combination with his element. He picked up a rahkshi staff during the battle for Ta-koro.

Weakness: Can be somewhat impulsive and rush into danger to help innocents.

Alignment: Good, Ta-koro Guard

Personality: Good natured, cheerful, always willing to help out a friend. His experience in the guard has made him a fairly good leader. Has an ironclad set of morals that he will not break no matter what.

Biography: Loren was an adventurer for the first couple hundred years of his life, eventually joining the Ta-koro Guard after they saved his life from a pack of Kane-ra that one of his enemies had gathered and launched at him. His experience in the field helped Loren to repeatedly deal with attacks by Makuta worshipers and rahi, allowing him to steadily rise through the ranks until he reached Lieutenant. However, he has started to become discontented with the Guard lately, after watching time and again how the crook got away because procedure needed to be followed. Not that he had a problem with following rules, he just feels like the Guard could do with a few less of them. When the villages started to grow apart, he voiced his opinion that they should stay together and not ignore the virtue of Unity.

Due to recent distinguishing and consistent acts of Guardsmanship, Loren has been promoted to the head of the Rapid Reactionary Forces. A new branch of the Guard designed to, as the name says, react quickly and efficiently to any hostile events in Ta-koro.

Name: Lenat

Description: Black primary colors with dark green secondary. His hands and arms are covered in scars from experiments gone wrong.

Weakness: As a mechanic he is not all that great at combat.

Species: Vortixx

Gender: Male

Weapons: Magnetic Manipulation Gloves

A pair of metallic weave gloves that create a magnetic field with a radius of about three feet. They were designed to help a mechanist in his trade and are not made able to handle large weights. Unable to be used for extended periods of time.

Semiautomatic Miniature Rhotuka

This small scale weapon is designed to fit in one hand and fire small wheels of corrosive energy. Each wheel is capable of melting through an inch of rock. If more fire power is needed it can be charged up to fire more powerful shot. Needs to recharge after five normal shots.

Equipment: A set of tools that include things such as files, saws, screwdrivers, anything one might need in his profession. He recently collected a task pad. These and anything else he might be carrying at the time(such as designs for his inventions)are all carried in a reinforced leather messenger bag.

Inventions:

Semi-automatic crossbow: Using a system of wheel on either end of the crossbows limbs, the effort needed to pull back the string is cut down to a much lower level. This allows the user to simple pull back on a built in bar on the side of the weapon, it being connected to another stub of metal on the inside of the string. reload time is further sped up by the addition of a spring feeder magazine system. When the string is pulled back, a single bolt is pushed up out of the magazine and into the weapon proper.

Explosive crossbow bolt: Most of it is the same as a normal bolt, with the exception of the head. a downsized photothermic powder grenade has been attached to the front ans modified to require a fairly serious amount of pressure before going off. Not enough to prevent the weapon from going off after being fired from a crossbow, but enough to avoid accidental explosions as the user runs and dives across the battlefield.

Patero Splattergun: So far the only working weapon in the "Elemental" series, and even this one came out different than intended. A modified version of the standard Patero launcher, this one fires a blast of lamp oil out the barrel. It is then ignited by a slow match fixed to the opening, resulting in a spray of flaming liquid. The original plans intended for a bolt able to fly some distance. Instead what happened was a short ranged burst. Seeing that it was still an effective weapon, Lenat made some modifications to even out the spray and marketed it as a short range weapon useful for high damage first blasts in enclosed spaces.

Electrical Generator: Lenat is proud to say that he has invented one of the first portable and versatile electrical generators. The basic idea is simple, a box of whatever size or shape needed is constructed with solar panels covering the inside. Racks of lightstones are then placed inside to generate the light for the panels.The resulting generator can range anywhere from the size of a house or so small that only a single lightstone can fit inside, it all depends on how much electricity is needed.

Railless Iron Mahi: Its a mouthful and Lenat plans on changing the name to something that will sell better once it gets out of the prototype stage. Not many people know about it yet but Lenat and Farzan are working on a vehicle that will only require one of the Vortixx's generators to run. the current version is just a cart with the same propulsion type as the Iron Mahi slapped on. It runs but not very well.

Telegram: His most recent invention, the telegram is a system of wires running between two points. On either end are equipment to read the electrical pulses and turn them into audible noises. The equipment on either end is the same kind used in radios, but without the bulky equipment needed to send and receive radio signals the resulting piece of machinery can easily fit on a table.

Skills: As a Vortixx engineer Lenat is able to maintain and to an extent, create, pieces of technology.

Alignment: Good

History: As is the case with most Vortixx, not much is known about Lenat before he showed on the beaches of Ta-wahi one day, missing his memory and everything bu the gloves on his hands. Since then he has made himself a life in Ta-koro, helping to keep the different pieces of technology that protect the town running. However, it has never felt like a home to him and he feels like he should leave soon and explore the island more.

He left the koro with Voutok, the Matoran of sonics, journeying to Ga-koro and spending some time there trying to help the Matoran enlist in the Marines and set up a business of supplying the marines with weapons. The rahkshi attack happened soon after, causing damage to the village and allowing the Vortixx to gain a bit of stature as he helped to rebuild the village. Afterwords, he started up a shop in the koro, selling innovative weapons and equipment to Marines and adventurers who passed through.

After several months he was approached by Po-koro, and offered a position in their Engineering Department. He quickly distinguished himself and rose through the ranks until the Vortixx was at the very Head of the Department. Even so, the tensions between the villages at the time limited what Lenat could do to help the island, pushing him to open an independent business known as the Mata Nui Technology Emporium. It remained fairly low key until Lenat hosted the Mata Nui Technology Expo, in an attempt to lower the tensions between the koros. A side effect was that his many civilian inventions caught the public eye, resulting in a very substantial boost to business.

It was good enough that the Vortixx was able to open up a second branch in Ta-koro. In an effort to help tie the different koros together and shorten response times between them, Lenat went to Jaller with his newest invention. The Telegram was a system of insulated wires that ran between two, radio-like devices, allowing for the people on either end to talk to each other in real time. Jaller agreed to the idea of a Ta-Po telegram system and even agreed to help with resources.

Name: Telne

Description: A dark brown coloring with the white that most Po-Lesterin have. His rocky looking armor sports a series of nicks and scars that he has earned over a long period of active combat. Wears the grey cloak that is commonly found among Lesterins as well as a brown hide bag.

Species: Lesterin

Gender: Male

Powers: None other then his Matatu and heightened resilience and strength.

Weapons: An eight foot tall glaive.

Weakness: Is totally useless when it comes to mechanical problems.

Alignment: Lawful-Good, Po-koro Guard

Personality: Telne has a rather wry sense of humor and wont hesitate to make a quip about somebody or something if he thinks of one. Even though he might show a lack of respect and seems to not care who he makes his jokes of, he knows when to get serious and act like a proper Sentinel.

Biography: If Telne remembers anything about before he came to the island a hundred years ago, he does not say anything about it. He washed up on the shore of Po-wahi one day shortly after the Toa Mata's failed attempt at defeating Makuta. Taken in by a Po-Matoran, he regained his strength, never saying anything about before he came to the island. Others, believing that he had forgotten, did not press the issue. After a few year, he joined the Guard, using his glaive and mask skillfully to protect the koro.

From time to time he would go on extended quests that ranged about the island, hunting down felons and particularly unpleasant beings. While not necessarily outstanding, he became known as somebody that one could count on in a fight, something that he proved in the troubles that plagued the koro in recent times.

Name: Hormd Gronjkr

Species : Ko-Matoran

Physical Description: Average height for a Matoran with light blue heartlight and similarly colored eyes the look calmly out of a white Huna. While his body is far from covered in scars, one can tell that he is no stranger to danger from the marks it has left on his body. Hormd’s build would best be described as lean. Long years of exercise and constant activity have stripped his body of all fat and left nothing but well-toned muscle. All of this is covered by his robes though. White and flowing with the insignia of the three virtues embroidered in silver thread on the chest and sleeves.

Gender: Male

Powers and/or weapons: A pair of heavy gauntlets capable of withstanding all but the heaviest of blows. Despite being covered in nicks and dents not a spot of rust can be seen and it is easy to tell that they have well taken care of despite their age.

Skills: Over his long life Hormd has become highly skilled at unarmed combat. His preferred style is that of the Soft Fist. Using momentum and the opponent’s own weight against them.

Technological items : None

Weakness(es): As a Matoran Hormd has none of the powers or special abilities that many of the island’s inhabitants possess.

Alignment: Mata Nui

History: Hormd is over a thousand years old, one of the oldest Matoran on the island. Over the years he has played many roles, from Guardsman, to brawler, to merchant or adventurer. His most recent vocation however, has been that of a priest. After a particularly dark event some years ago, the Ko-Matoran traveled to the Massif in the foothills of Mount Ihu where he settled down for a time. While there he did what all that traveled to that quiet place did. He meditated over his past, listened to those wiser than him and sought the spirituality that was so hard to find elsewhere on the Island. Only recently has he decided to come out of seclusion and attempt to share what he has learned with others.

Personality and traits: The first thing that one notices when looking at Hormd is the aura of calm certainty and inner strength that he seems to radiate. His eyes see all and reject none, no matter how dark their soul may be as long as there is a chance of redemption. Nonetheless, Hormd in not one to let his words of peace prevent him from protecting those who need it. Is certain conditions are reached he has no problems removing those who threaten his flock or anyone under his protection.

Name: Toshiko

Species: Vortixx

Description: Toshiko is an acrobat and it shows. Her silver-white armor covers lithe limbs and a slim torso. It's hard to tell where her bodysuit ends and her natural armor begins. Pale blue eyes stare out from a face that always seems to have a hint of a grin lurking within.

Physical Enhancement Bodysuit: A skintight bodysuit the enhances the wearers speed and strength to about 1.5 what they would normally be capable of. It also has some pretty bright electronic blue lines running over it.

Weakness: The constant glow of her technological items makes stealth rather difficult.

Alignment: It's not something she ever put much thought into but if pressed Toshiko would like to think of herself as a basically good person.

History: Toshiko washed up on the shores of the island fairly recently, within the last few months in fact. Lacking anything to hold her to a specific location she has wandered the island looking for something interesting to have fun with.

Personality and traits: A thrill seeker more than anything else. Toshiko has no grand plans for her life or long term goals, She just wants to find adventures that her blood pumping and her adrenalin racing.

Name: Masuyo

Species Dasaka

Caste and Clan: Menti, Eyiu

Description: Masuyo’s armor is naturally the color of a tropical ocean with brilliant gold highlights. However, to better fit with her skill set and to fit better with that of her partner, Masyuo has covered them in a layer of blue dyes that are almost so dark as to be black. A belt is fastened around her waist, a collection of pouches hanging off of it.

Gender: Female

Mask: Voltik

Powers and/or weapons: Masuyo is a SoulSword, as such, she is capable of creating and controlling a wire made out of psionic energy. In case she needs to use something else, she also has kunai hidden in a variety of slots in her armor, as well as within some of the pouches on her belt. To help facilitate her rather unusual style of combat Masuyo has a rather extensive collection of tools in her belt.

Skills: Extremely skilled at unarmed hand-to-hand combat. Even without her mask, Masuyo has all but mastered the art of moving unseen.

Dominant hand: Right

Weakness(es): Masuyo is not a front line fighter, relying on her stealth and skills to take an enemy out quickly. If she loses her ability to hide then she will be hard pressed to keep fighting.

Alignment: Lawful

History: Born within a week of other half of her Dual Soul, Masuyo has always been the one looking out for Kagesu. When they were paired together for Twin Souls Masuyo immediately tool the position of the older sister, protecting her frail Menti partner from those that made fun of her. Some may have seen such a partnership as being dragged down and held back. Masuyo felt nothing of the sort. Kagesu was her friend and that was that, it did not matter if she was the weakest Menti in the class or if they were both ridiculed. Masuyo looked out for her friends and that was that.

When Kagesu discovered the old methods of combat Masuyo followed without question. They were Twin Souls after all, twin sides of the same coin. Alongside her partner, the Menti mastered the ancient styles of combat, proving those who had once cursed them what the pair were truly capable of.

Personality and traits: The more proactive half of the pair, Masuyo much more assertive than her Twin Soul Kagesu. If she sees a problem she wont hesitate to act and solve it. While this served her well while growing up it has been curbed to a certain extent by her training in the ancient arts of stealth and striking unseen.

While her somewhat rough exterior may seem to show otherwise Masuyo does genuinely care about those around her.

Name: Renaka Lichtgeist

Species: Matoran

Description: An oddity among Po-Matoran, Renaka seems to be an albino. Her body structure is most certainly that of the Stone Tribe but her entire body is a stark and almost blinding white. Here and there small nicks and old scars can be spotted on her armor. Holdouts from her time in the Po-koro Guard. The one that stand out the most is a single long scratch that runs under the eyes and over the nose of her Kakama.

Despite her abnormalities Renaka shows no uncertainty or timidity in her stance. Her gaze is kind, yet firm and her voice possesses a core of strength visible to those who look past the soft and almost lilting sound of her words.

Gender: Female

Powers and/or weapons:A disket launcher small enough to fit into the messenger bag she carried with her everywhere.

Technological items: Task pad

Weakness: As a Matoran Renaka is far from the strongest person on the island. This limits her in hand to hand engagements.

Alignment: Good, Po-koro

History: One of the first Matoran to wash up on the shores of Mata Nui, Renaka adopted Po-koro as her home and quickly joined what was then the Guard. After serving with honor and recognition for many years she eventually moved to the civilian side of things. There she served with an equal amount of zeal and dedication, sending her up the ladder of success . Her even handed nature and willingness to listen to the problems of others has done a great deal to boost her popularity.

When Hewkii announced that he was stepping down Renaka quickly grabbed a place in the following elections. Said elections were so short that they probably set some sort of record, Renaka coming out as the clear leader.

Personality and traits: Tried in both the fires of war and the red tape of bureaucracy, Renaka has learned how to both both stern and unyielding, as well as diplomatic and well spoken. Each has it's time and place and the Pale Po-Matoran knows those are. Those who know her best describe her character as an iron will within a velvet cloth.

Gifted by Lloyd

Name: Akiri Hewkii

Species: Matoran

Alignment: Loyal to Po-Koro

Gender: Male

Appearance: Lean and muscled, Hewkii's build is unquestionably that of an athlete. Even as the leader of Po-Koro, Hewkii keeps his tan-and-brown body trained to the peak of fitness. His posture is usually relaxed and confident.

Weapon(s): His signature Kohlii ball

Mask: Powerless Great Kakama

Powers: None, save control of Po-Koro, and excellent athletic skill.

Traits: Hewkii is always concerned for the well-being of Po-Koronans, and considers himself not so much a ruler as a caretaker. To that end, he will weigh choices with his people's best interests as his foremost concern.

Biography: Originally a famous Kohlii player, Hewkii was chosen by popular acclamation to rule Po-Koro. While there was some dissent, at first, Hewkii made his first priority winning the trust of his people and securing his support. He now rules Po-Koro with a kind but firm hand.

Weakness(es): Being a Matoran, Hewkii can be overpowered by most other beings. His concern for his people can bias his decision-making.

Edited by Silvan Haven, Jun 26 2015 - 05:25 PM.

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"I serve the weak. I serve the helpless. I am their sword and their shield. If you want to strike at them, you must go through me, and I am not so easily moved."

Appearance: It would be absurdly generous to call Shuuan pretty, even less accurate to call her average. She is, to put simply, ugly. Her jaw is too heavy, her brow large and protruding over her squinty yellow eyes. It’s thought that she chose her specific mask to heighten the effect. Her figure might be lent a shred of dignity if she were tall enough to intimidate, but her height is below average, a fact made worse by her habit of slouching. Dull grey crystal armor covers most of her dark blue torso and disconcertingly bright gold arms.

Weapons/Tools: Like most warriors of her clan, Shuuan was trained in the use of a light machete, but she never showed any particular aptitude and the trainers soon gave up on teaching her. Her much preferred weapon--at least of the physical variety--is a giant longbow and quiver. She figures that if she has to fight anybody the first priority should be using her mask to get out of the way and picking them off from above.

Abilities/Weaknesses: Shuuan is a prodigiously strong willhammer, who makes up for her total lack of finesse with sheer audacity. Unlike most willhammers, she has no compunction with using her strong emotion (which usually happens to be anger) to browbeat any opponents into submission. However, she is an attacker first and foremost, and can easily overstep her bounds and exhaust herself. Shuuan is generally aware that this is a problem, but she had decided her best strategy is to put all her energy into an initial attack and hope to totally disable her opponents. Her power manifests itself as a flock of nightmarish bats that swarm into her opponents mind. The larger her mental presence, the larger the swarm.

Shuuan displays an uncanny ability to read the emotions of other people through a combination of slight mental sense and observing faces. She cannot pick out individual thoughts or tell if someone is lying, however.

Shuuan also displays negligible mindarm ability due to a small amount of training in the school of the mind. However, she can not use it with any sort of consistency or precision.

Biography: The third daughter of Morie, Toroshu of Clan Plangori, Shuuan wishes she was further away from the coveted spot of succession. She cares little for the pursuits of the clan--which she views as concealed greed--and loathes the political posturing that needs to be done to satisfy their clients. Displaying all the bluntness of her mother but none of her tact, Shuuan resents her and tries as hard as she can to sabotage the clan’s expansion at every turn. She also is plainly disgusted with noble society and says so every chance she gets.

It might strike one as strange, but Shuuan is also a lover of literature and poetry (though she loathes philosophy), and a romantic. She has no trouble shouting when she’s angry, crying when she is sad, laughing when she happy, and generally ignoring all the rules of honor and courtesy. She spent most of her youth running off into the jungle and prefers the company of books to other Dasaka. As she gets older, however, she is learning that she is no longer able to escape everything. And she hates it.

Name: Plangori Yukie

Species: Dasaka (Menti)

Gender: Identifies as Male

Sexual Orientation: Homosexual

Alignment: Lawful Good

Mask: Great Haunoru, Mask of Focused Shielding

Appearance: Yukie stands a little short than normal, but compact and strong, with a noble bearing that makes up for his stature. He wears a long, dark grey coat similar in style to that worn by the navy, with pink crystal armor covering most of his chest, his arms, and shoulders. His under-armor is pale blue gray plate lined in white gold, with silver etching.

Weapons/Tools: A set of turquoise crystal tantō, inside of sheaths sewn into his coat. These are backup weapons in case he runs out of energy or gets distracted and cannot maintain his soulsword.

Abilities/Weaknesses: Yukie, like many of his clan, is a close combat fighter--used to dealing with the narrow spaces in his jungle home. Unlike most of his clan, however, he trained in the use of the soulsword, which manifests as a foot long glowing machete. He uses his shield, which appears a glowing pink projection, in combination with his sword in a fast, aggressive style of combat aimed at confusing and overwhelming the opponent, and occasionally incorporating trips or grabs. Although Yukie has trained to try and compensate for his lack of proficiency in open spaces, he still is at a distinct disadvantage against opponents with a long reach. In addition, because soulsword is his second (and therefore weaker) discipline, he cannot maintain it if he is sufficiently distracted.

Yukie excels at his clan’s discipline of defensive willhammering; he can extend his consciousness to easily break the control of another willhammer on an ally, and protect their mind from further attacks. Like his mother’s his power manifests as a swarm of petals, though they are crystal, translucent pink instead of her metallic silver. Naturally, his mental “shield” gets stronger or weaker depending on his own condition. Also, because his ability is almost solely defensive he has difficulty going further into the minds of all but the weakest-willed opponents.

Biography: Plangori Morie welcomed the birth of a second daughter. While a son would have given her more prestige, a second heir made the clan more secure--and Yukie was always a polite and yet precocious child, an ideal legacy for the clan. Akiyo possessed many of the same traits of course, but she was more interested in the politics of interclan relations than the day to day transactions and the dye work that kept Plangori going. They would balance each other, ensuring the future of her clan.

But Morie had been wrong about two things. Her two eldest children did not get along as she might have hoped. And she had not given birth to a daughter, but a son.

Yukie’s first few years of life were intensely confusing to him; he didn’t understand why the members of the clan, even the old dyer women who he considered aunties called him a girl when he clearly did not feel like one. Whenever he might insist on his identity, he was usually met with chuckles, though some of the clan members indulged him--thinking it was something he might grow out of eventually. Akiyo, of course, noticed this and never missed an opportunity to explicitly ignore what he felt, expertly needling him. She hadn’t quite perfected her manipulative ability, however, and Yukie took refuge in literature and the study of his mental disciplines, avoiding his older sister whenever possible. He developed an intact, albeit besieged sense of who he was, though he never insisted on his pronouns to the extent that he had as a child. He had become determined to fulfill his sister’s fear of overtaking her as heir to the clan, and he knew his chances would nearly nothing as a man.

Yukie is perhaps the closest in his family to Shuuan. This might seem strange, considering their nearly opposite personalities, but because of their contrasting willhammer abilities they often were paired up by the clans elder menti to practice. They respect each other, even though Shuuan thinks Yukie is too much of a doormat and Yukie thinks Shuuan is too focused on her immediate feelings that she loses sight of the big picture. Shuuan is one of the few people who takes Yukie at face value and doesn’t question how he expresses himself nor pry to an uncomfortable extent.

As daughter after daughter followed him, Yukie casually began slipping into the duties of a first son, eventually convincing his mother to let him train as a soulsword on Sado. In the Imperial Capital, he took advantage of his clan’s backwater status to appear as a man and often be seen as one. The title of “first son of Plangori” began to stick to him, though there was often a note of derision in it. Yukie neither confirmed or denied anything either way, and was courteous even those who would constantly provoke him--before beating them to a pulp during training. He returned to Oki with a newfound confidence, and the determination to finally stand toe to toe with his elder sister. The two of them appear to get along on the surface, but Yukie is constantly on guard against Akiyo’s provocations and her attempts to destroy his reputation.

Yukie's status is somewhat ambiguous with regards to other clans. Some see his unusual status as a violation of tradition, while others accept him as much as possible--reasoning that he is simply taking on necessary duties until a "real" first son comes along. His mother, Morie, still sees him as a daughter and treats the gossip around him as baseless rumors founded on petty jealousy.

Name: Plangori Akiyo

Species: Dasaka (Menti)

Gender: Female

Sexual Orientation: Bisexual

Alignment: Lawful Evil

Mask: Great Rau, Mask of Translation

Appearance: While she is otherwise petite, Akiyo none the less has the strong legs of someone who is used to moving around a lot, often through the thick growth of the jungle. Her form might be called “pleasantly feminine, but not voluptuous.” She wears pale periwinkle armor over a body of medium sky blue, lined with silver and augmented on her chest with crystal of delicate saffron, the same color as her eyes. She can also be seen wearing voluminous dresses of various pastels, which usually fall at her elbows and knees. For official functions, she usually garbs herself in dresses of white, with whimsical patterns resist-dyed in black, with plum appliques of flowers. She is highly interested in fashion and makes sure that she is always up with the latest trends, despite her clans somewhat reserved location.

Akiyo’s face is positively cherubic: round with large eyes and a small rosebud mouth. Something about her demeanor, however, keeps her beauty from acquiring a childlike air, and gives here the presence of a young women.

Weapons/Tools: A light amethyst machete, as well as an accompanying tantō. She also often carries a parasol with a concealed blade.

Abilities/Weaknesses: Akiyo has traveled extensively on the island of Oki, and knows it like the back of her hand. She has also plenty of experience fighting in narrow, confined spaces. Naturally, she finds herself at a distinct disadvantage facing opponents in open areas, especially when they have a longer reach than her. She often relies on stealth, particularly since strength is not her strong suit. While agile, she does not respond very well to displays of brute force.

Akiyo, like most members of her clan, was trained early in the art of defensive willhammering. However, while she can mount a formidable defense for herself she has virtually no attacking capacity, and she cannot extend her shield to protect the minds of others.

It is in her sighteye discipline that Akiyo excels in. Specializing in sensational illusions, she can not only inflict pain but also pleasure with precision, either can distract her opponents to great effect. She has also studied the application of other sensations, and can mix them if she so desires--making her opponent feel both hot and cold at the same time. However, she holds the main weakness as a sighteye of not being able to move when she uses her power, and because it takes so much of her concentration she tends to lose awareness of her surroundings when she activates it

Biography: Akiyo is the firstborn daughter of Morie, and despite the slew of daughters that followed after her she intends that she will be the one to succeed her mother. She studied and traveled extensively, both on Sado and on Oki and possesses her mother’s interest in politics, cloaked with an outwardly sweet, whimsical temper.

This sweetness is a bit like poisoned sugar.

Those close to her know Akiyo can be as vicious as Shuuan when she wants to, with none of the sensitivity that her younger sister possesses. While her mother disregards the feelings of others, Akiyo is not above setting others against each other using the feelings they possess. While she is never outwardly cruel to those around her, she can sway with a well-placed barb or a back-sided compliment, leaving them confused and hurt but never angry enough to struggle against her. She is merciless to anyone who stands in her way, and yet she never steps over the line of what is proper for a true Toroshu’s daughter.

Akiyo resents being kept on Oki while her mother remains involved events on Sado, but she intends to make the best of it.

Name: Plangori Morie

Species: Dasaka (Toroshu)

Gender: Female

Sexual Orientation: Bisexual

Alignment: Lawful Neutral

Mask: Great Akaku

Appearance: Morie is of average height, though the years have given her a slight stoop. Most of her body is dark aquamarine, with blue-violent undertones. Her shins and shoulders are armored in pale turquoise and her gauntlets and ankles are bright gold. The eyepiece of her mask is also lined in gold.

Morie wears a pale plum sash, marked with a design of white flowers and black leaves. Together, these are the colors of her clan, and the sash itself has been handed down for generations. It is newly dyed every hundred years.

Weapons/Tools: A large crystal machete that she always wears at her side.

Abilities/Weaknesses: Morie is an accomplished Sighteye, specializing in visual and auditory illusions. She also is a competent willhammer, and has over the years refined her ability to ideatalk so she can more easily receive and project messages over a distance.

Morie was once deadly with her machete, but the years have sapped her strength, and she would likely not last more than a few minutes in combat (which is why she secretly stashes a pair of crystal knives in her boots).

Biography: Though well into her years, Morie shows no signs of retiring from her position as Toroshu, much to the dismay of her six children. It’s not that she distrusts the rest of the clan, she simply knows that she does a much better job than any of them would.

Morie was a single child, as her father died of disease and her mother, the previous Toroshu, never found another mate. Thus, she grew up knowing that the office of Toroshu would always rest on her shoulders. Her arrogance is outmatched only by her political savvy and her will to command. Since she rivals most of the clan Datsue in age, she rarely will consult them, although she will hear out their strongest concerns and opinions.

Morie is determined that Clan Plangori should survive and prosper, no matter what becomes of the world outside, but she realizes that her clan is heavily dependant on the rest of the world. She staunchly opposes any action in the direction of Mata Nui, as she feels it will complicate the already shaky political structure of the islands.

Morie supports the Ubraline’s claim to the throne, but she still hopes to deal the problem of Dastana succession without full on civil war.

Taajar

Name: Kuychar Ilykaid

Species: Dasaka (Toroshu/Jahagir)

Gender: Female

Sexual Orientation: Bisexual

Alignment: True Neutral

Mask: Great Calix, Mask of Fate

Appearance: Ilykaid is short and stout, with broad shoulders, thick arms and legs that end in strong hands and feet. She has wide hips and a slightly round belly, and a round, pleasant face with warm golden eyes that narrow into slits when she smiles.

Ilikaid has dark teal skin that contrasts with her sky blue under-armour and mask. While relaxing, she prefers a pale tangerine orange sari. In times of battle or diplomacy, however, she dons the full regalia of a Jahagir: dark blue crystal chain mail and a leather-and-bone helmet, with grey and white gull feathers woven into the band. Often, she wears a felted coat, dyed pale blue and turquoise, over her armor.

Weapons/Tools: Ilykaid possesses all weapons common to Taajar zrupgar, but normally she only carries her dark topaz katar and stone dagger. In training or battle, she also carries a deep indigo crystal great kris and two sparking diamond throwing knives. She also possesses a huge yellow crystal zhamadao, but it normally hangs in her receiving room unless she is riding her brown dappled mare soko, Maki. She also carries a large leaf shaped shield on her left arm, decorated with the simple wave design in dark blue.

Abilities/Weaknesses: Ilykaid may look like a kind auntie, but she is a warrior and was trained as one. Unsurprisingly given her physique, she is very strong and easily carries her larger than normal sword. While the kris is her most proficient weapon, she also can throw her knives far, fast, and with devastating accuracy. Her main weakness is her lack of agility, but relies on her shield to cover her blind spots. In a crunch, she can use her mask to compensate for her weak points, or to simply throw opponents to the ground.

Ilykaid is a sight-eye specializing in creating nonsensical landscapes in her opponents head (her favorite trick is making an opponent perceive the world as upside down). However, like all sighteyes, she can only use her power when staying still. Also, like most Taajar she relies more on physical combat as opposed to her menti disciplines.

Biography: Ilykaed was quickly thrust into the position of jahagir following her sister’s death in the last Fursic rebellion. She has took to her new position with vigor and determination, and the clan has thrived under her watch.

Ilykaed is sometimes derisively called “the Bargainer” by her critics. She is determined to preserve the traditions that the Kuychar have been able to salvage, but she is also determined that no cleansing like the one which put her family in power will ever occur again. To this end, she is somewhat hard on those that overstep their bounds in the view of Imperials, though she is significantly more lenient in regards to behavior at the clans home village of Sednkuy.

Ilykaed briefly studied in Sado, at both the Temple of Zuto Nui and the School of the Mind. She is responsible for adapting meditation techniques used by the priestesses and imperial menti into the training of koshi zrupgar, a move which turned quite a few heads at the time.

Ilykaed normally appears cheerful and gregarious, regarding Imperial political maneuvering with an eye of wary humor. However, she quickly becomes serious and invested if the implications of a change reach her clan.

Appearance: Hatchi is a little taller than normal, with a wiry frame. Most of zir body, including zir mask and crystal chest armor, is dark blue. Zi has gold accents on zir hands and shoulders. Typically, zi wears a multicolored felted overcoat decorated with Taajar designs, as well as a glass bead Zuto Nui rosary. On either side of zir mask, zi hangs huge disk “mask rings” (like earrings.)

Hatchi’s looks are not particularly striking, but zi has a way of moving that commands attention--perhaps it is zir unusual dark ash brown eyes. Zi has a wide jaw a little too soft to be chiseled, an average sized mouth, prominent round cheekbones, and a smooth round brow. Zir eyes are round and set a little wide, with long lashes.

Weapons/Tools: Two crystal katar, strapped to zir wrists. Also a wooden club zi carries when riding zir Husi, Myzru. (The Husi itself could also be considered a weapon.)

Abilities/Weaknesses: Hatchi’s most glaring weakness is zir damaged left leg, which was severely fractured by a Mukau that had gone wild during zir youth. Although zi has since gotten used to the handicap (zi refuses most assistance that zi does not absolutely need), it still severely limits zir mobility, and zi cannot travel long distances on foot without resting every few minutes or so.

Hatchi was trained to become a koshi zrupgar, until zir accident, and has retained and practiced these techniques into zir middle age. Though zi has very limited reach, zir lame leg has absolute no effect on the lightening speed of zir other limbs. Zi has also, through training and experience, learned to block or divert most willhammers. After all, zi can’t have anyone stealing trade secrets (or other thoughts that are possibly more dangerous.) Zi drives a hard bargain.

Biography: After zir accident, Hatchi joined a caravan of Kuychar saihoko, selling the tribe’s works throughout the islands. Many years passed, and zi eventually became the leader of the caravan. Zi puts the welfare of zir clan first, also zi does not enjoy being humiliated.

Weapon: Talli prefers sturdy bamboo disks, but she does have some experience with javelins and fishing spears from her training in the marines. She can improvise, however, and is pretty much willing to make use of anything she can throw.

Abilities/Weaknesses: Tally is one of the best disk arms in force (she briefly flew as a second during the assault on the Nui-Rama Hive), but she is very much a long-range fighter. She can throw a hefty punch, but she is by no means skilled at close combat. Also, being a matoran she as at a distinct disadvantage compared to taller and stronger beings, as well as those with elemental powers.She possesses the ability to mimic other people’s voices, which she has yet to use for anything other than to tell a good joke.

Faction: Ga-Koro Marines (Mariners)

Biography: Talli is the second-oldest child from a poor family of fishermen in Northern Ga-Koro. She virtually grew up on a boat, and gets uncomfortable without the gentle rocking of the sea beneath her. Her family lived well, if simply, until her father lost use of his legs when his fishing fleet was attacked by infected rahi.

Her older brother, Chahlu, joined the marines soon after this incident, against both their parents wishes. Talli, hoping that she could contribute as well, joined a couple months later on his recommendation. Despite the objections of their parents, the money the two brought in was able to keep their family on its feet, with some to spare. Work on the marines was dangerous, but exciting, and the rest of the family got used to Talli and Chahlu coming home with numerous scrapes and bruises. For a few months, their lives seemed almost normal.

Then the Daedra happened.

In the ensuing chaos, Talli’s home was destroyed, her younger brother injured, and her older brother killed. Ga-koro was repaired, but nothing could repair Talli’s trust. She came away disillusioned with the authority figures of Ga-koro, including Captain Iraira (though she is careful not to say as much to her comrades), the new-comers, and toa in general. In the past few months, she has become increasing reserved and snappish, especially in the face of pity.

Tally served as a cook on the crew of the ill-fated Invincible during the expedition to the Kumu Islets, and currently makes rounds as a village guard. The trauma she keeps repressing has steadily begun to wear on her mind, but she stubbornly refuses help. Lately she has a made a friend, a nameless toa who she gave the name Tarkah too. She also gets along fairly cordially with Tyrus Archer, though she doesn’t quite know what to think of the lesterin.

Appearance: Lucira is stocky and little shorter than average, with wide hips and sturdy legs. She has narrow shoulders, but muscular arms. Her feet and hands are pale orange, the same color as her mask. She has a yellow torso, dark red arms and legs, and a bright yellow eyes. The protosteel armor she wears is simple and light: a chest-plate, and guards for her upper arms and thighs.

Weapon: A plain short sword with an protosteel pommel sheathed at her hip, a set of three throwing axes strapped to her back. When making her rounds of the Koro on police duty, she carries a sturdy wooden baton.

Abilities/Weaknesses: Lucira is a decent all around fighter, but she truly excels in narrow spaces. She is surprisingly agile, and able to maintain a tight defense, but she obviously is at a major disadvantage compared to Skakdi, Vortixx, and Toa. She isn’t particularly fast, and a swift opponent could run circles around her, though they might not easily land a hit.

Biography: Lucira’s family mostly consists of merchants and shopkeepers, but it wasn’t a surprise when she joined the force as young matoran. She has since become independent from her parents, and lives in a small but clean hut in outer Ta-koro.

During the war with Makuta she took on multiple campaigns in Onu-koro, and knows the area quite well. Currently her duties alternate between guarding the gates to Onu-koro and policing the village.

Personality: Lucira is friendly and easygoing, and gets along well with her comrades. She is generally non-confrontational and would prefer to talk things out, but she knows when such a thing is pointless. The changes since the defeat of Makuta have made her nervous, but she thinks the best thing for her to do now is play it by ear.

Family: Terek (father), Kiroth (mother), Melika (younger brother)

Friends:?

Name: Ranok

Species: De-matoran (though often mistaken for a Le-matoran due to his coloring)

Gender: Male

Sexual Orientation: Bisexual

Alignment: Neutral Good

Mask: Powerless Noble Ruru

Appearance: Ranok is small for a Matoran, with a slim build, delicate wrists and ankles. Most of his body, including his mask is dark green with navy blue accents, while his body under his armor is dark grey. His eyes are bright emerald, in striking contrast to the rest of him.

Weapons/Tools: Ranok carries no weapons except for a small knife, concealed in his money bag, for emergencies. His main tools of operation are a bamboo flute, a five-stringed banjo, and a harmonica.

Abilities/Weaknesses: Ranok has a great ear and memory for tunes (as well as voices), and picks up instruments in little time. His skill with interpretation and invention is what has kept him fed and sane for so long.

Like most of his kind, Ranok has sharp hearing, though it has been somewhat dulled by living in noisy Le-koro for all of his life. This means he is not as sensitive to loud noises as most De-matoran.

Biography: Ranok’s parents were traveling minstrels, moving from Koro to Koro and living off others’ hospitality and their skills with music. One night, they went to play at a gathering, leaving the young Ranok alone in the inn where they were staying for the night.

They never came back. They were believed to have died in a Rahi attack, but Ranok still doesn't know the details of their deaths, and at this point he has long since given up pursuing. Ranok took up his parents work, traveling around the island and playing for his daily bread. At first, he had no reputation and often had to rely on charity or sleep outside, but eventually he was able to make ends meet. However, the attacks by the Makuta’s servants soon became too frequent for him to travel safely, and he became aware of the danger many others were in. Wanting to do his part, he joined the Gukko Force as a messenger. Assigned an unusually small bird, he was put in charge of carrying news between Le-Koro and the various resistance fighters stationed around it. The attacking rakshi at the end of Makuta’s reign. Ranok was glum when faced with the prospect of playing neither of his instruments for a month or more, until a Skakdi merchant sold him a harmonica. It was more or less love at first sight.

Ranok played a minor part in repelling the attack on Le-Wahi by the entropy beatles. He flew out to meet the attack with Kunitu, and the two of them got to know each other during the aftermath.

Personality/Traits: Ranok appears to be concentrated only on his music, and seems to be a bit naive. In truth, he is much more aware and shrewd than he appears. He is always listening and watching, and the current state of the island worries him.

Ranok speaks a mixed dialect that includes quite a few treespeak expressions due to his Le-Koro upbringing, but he generally avoids using these expressions outside Le-koro. They tend to slip out when he is nervous, however.

Name: Tellus.Species: Toa of Plantlife.Gender: Male.Age: Roughly 900, years as a Matoran included.Description: Tellus has light green armor, with an occasional splash of dark green. His Miru is the same color as his armor, and his eyes are blue. He's a fairly average-sized Toa.Alignment: Chaotic-Neutral.Mask: Kanohi Miru.Weapon: A simple, plain cutlass.Tools/Tech: He carries none on him. He keeps a few on the ship, but rarely uses them. He has no foreign or native technology.Powers: Control over plant life. Also, his Kanohi Miru gives him the ability to levitate when activated.Personality: Tellus is cheerful and hard-working. Although he's not extremely outgoing, he enjoys chatting with the crew of the 'Vika and, during his life as a pirate, he has discovered that he has a taste for rum. Though he still tries not to use force when he can, he's found that he enjoys a good fight.Skills: While swordplay has never been his strong point, Tellus can hold his own at close quarters. His real strength lies in his elemental powers, sharpened through his constant use of them as ship's carpenter. Working as a sailor again has also made him fairly strong.Weaknesses: Not the strongest of swimmers. Also, he will be at a disadvantage when facing somebody skilled with melee combat.Biography: Tellus used to live in Le-Koro, where his fondness of the sea set him apart. After he became a Toa and discovered that his element was plantlife, he decided to become a sailor.

Originally, he served on a merchant ship under a less-than-reputable captain. Said captain would often take to smuggling to earn extra coin and Tellus, after overcoming his initial discomfort with the idea, found it to be kind of exciting. Having the extra cash was always nice, too. After he'd saved up enough to buy his own small ship, he quit and started his own little business. Fighting off the occasional Rahi kept his fighting skills sharp, and he took to the ways of his first captain.

As the years went by, however, sailing alone in a small craft became increasingly dangerous. As Makuta's power increased, Rahi became more aggressive, and Tellus came to the inevitable conclusion that the gain wasn't worth the risk. And so, wandering the streets of Ga-Koro one day, Tellus heard that Cap'n Lohkar of the Infernavika was looking for a crew, and he decided to give piracy a shot.

During one of the 'Vika's stops at Xa-Koro, Tellus got left behind. He missed out on an apparent mutiny, or something of the sort (he never did find out exactly what happened), and spent his time in a tavern belonging to a friend of Lohkar's. When Lohkar became Captain of the 'Vika again, finding his ship's carpenter was an easy task.

Tellus has been a member of the crew of the Infernavika ever since, and was a member of the ground party that fought the Rahkshi in the streets of Ga-Koro. During the fight, his left arm was injured, but the wound has healed in the months since the battle.

Name: CadiasSpecies: Toa of PlasmaGender: MaleAge: His exact age is unknown.Description: Cadias is clad in dark orange armor with black accents. His mask is of the same color as his armor, and his eyes are green. He is perhaps slightly taller than most Toa, but is fairly thin and of a light build at the same time. He bought a dark grey trenchcoat in Ga-Koro, and wears it almost all of the time.Alignment: Cadias is currently neutral.Mask: Kanohi Pehkui, Great Mask of DiminishmentWeapon: An unremarkable one-handed, double-edged sword.Tools/Tech: None, unless you consider a pair of sunglasses a tool. He owns no technology, foreign or native.Powers: His mask power and elemental control over plasma.Personality: Cadias is generally quiet and thoughtful, and prefers resolving conflicts with talking instead of fighting when possible. His quiet demeanor can sometimes come across as cold or unfriendly, although it’s usually unintentional. He opens up quite a bit once around people he knows and trusts.Skills: Far from a master of the sword, but he can hold his own in a fight. The same goes for his elemental powers; he knows how to use them well enough to defend himself, but never saw any reason to train any further.Weaknesses: Because he rarely trains he can find himself at a disadvantage when it comes to strength. Also, he constantly second-guesses and worries over his decisions, making it fairly easy to undermine his confidence.Biography: Cadias, as a Matoran, was never very remarkable. He was quiet and kept to himself. To this day, he wonders why he became a Toa, if it was through destiny or sheer chance. Also, he often wonders why his armor is so dark in color, if his destiny is to serve Mata-Nui.

After he became a Toa, his life changed little. He didn’t wish harm on anybody, and was willing enough to help others, but saw no reason to devote his life to furthering the will of a sleeping Spirit, or risking his life for others he’d never met. The original six Toa, far more powerful than him, had done that, and they disappeared.

He became a wanderer, a drifter. He traveled from village from village, not sure what to do with his life. Eventually, he met Vrana, a strange Toa, and Navayak, an insane Skakdi. Against all odds, he found himself liking his newfound companions, and for a while they traveled together.

Their journey came to an end when a fight broke out between him and Vrana. Vrana walked away with burns, and Cadias was injured.

However, he and Vrana ran into each other again, and eventually they succeeded in working past their differences and past actions. Though it took a while, they eventually began to trust each other once more. Eventually, the two parted ways again under friendly terms. He found his way back to Ga-Koro, where he helped rebuild the village.

Name: Geklan

Species: Lesterin of Sonics

Gender: Male

Age: Unknown

Description: Geklan’s armor cause him to stand out in a crowd. Silver in color and highly polished, it gleams and catches the eye. Bits of bright blue are scattered throughout to add visual interest. His eyes are also bright blue in color.

Alignment: Neutral

Mask: Kanohi Huna, Great Mask of Concealment

Weapon: Geklan carries a dagger with him at all times. While he owns a sword, it usually hangs on a wall in his house.

Tools/Tech: None

Powers: While Geklan has unusually keen hearing and can project his voice more loudly than other beings, he has no usable powers.

Personality: Geklan comes across as irrepressibly cheerful and very annoying to most beings. He considers himself to be a people person and regards himself as a skilled speaker. Although he is egotistical and can be overconfident, make no mistake: Geklan is not stupid.

What really stands out about Geklan is his greed. Geklan will go to great lengths to make a profit, and considers making money to be the only worthwhile pursuit in life. Money is secondary to only one thing: his life.

Skills: Geklan considers himself to be a skilled speaker. Quick on his feet, he relies on agility and tricks in combat.

Weaknesses: Geklan can be arrogant at times, making it easy to outsmart him. He’s not as strong as most beings, and is easy to bribe.

Biography: For most of his life, Geklan was an average resident of Ga-Koro. Eventually, he opened a small shop, Geklan’s Equipment, which became quite successful. Having made a small fortune, he sold the shop and started Geklan Enterprises, under which he opened several small companies that he’s been making a steady profit off of.

For years, Geklan competed with Theriss Durim. Their rivalry was fierce, and their ‘battles’ over the markets of Ga-Koro are, Geklan claims, legendary in their complexity and scale. Recently, however, Geklan’s old rival has fallen on hard times and has had to turn to him for help, which Geklan immensely enjoys. He’s in charge of producing merchandise based off of Theriss’ Toa team.

Name: Sanei

Species: Dasaka

Caste and Clan: Menti caste, warrior class, clan Umbraline

Gender: Female

Age: ~400 years

Description: Sanei does her best to look impressive. A bit on the short side, she walks with dignity and purpose, and has perfected an indifferent, regal air. Her crystal armor is a deep, beautiful transparent blue in color and looks as though it was crafted entirely from sapphires. The blade of her sword is made from the same material. Though the color of the crystals is impressive, her armor lacks the golden decoration worn by rich and high-ranking Dasaka.

Alignment: Clan Umbraline

Mask: Kanohi Hau

Weapon: A crystal sword made of a deep blue crystal.

Tools/Tech: None

Powers: Sanei specializes in the Mindarm Discipline, which allows her to use telekinesis. Sanei can also communicate with other Dasaka via telepathy. She can also use her Kanohi, which is a Mask of Shielding.

Personality: Sanei takes her heritage, that of Clan Umbraline, far too seriously. Her entire life revolves around living up to her clan’s name. She brushes off the concern of others, insisting that she can handle the burdens she places on herself.

Despite her assurances to others, however, she feels trapped. She desperately wants to win glory for clan and live up to their reputation, so she constantly trains and acts properly at all times. Over the years, however, living her life like that has become a chore.

Skills: Fairly skilled with telekinesis. She can also hold her own with her sword.

Weaknesses: Sanei is convinced of her superiority to members of lower castes or clans (and especially Toa and Matoran, when or if she meets them), so she underestimates most of her opponents. Also, she’ll be bested if she has to fight with either solely her mind or solely her sword, as she depends on both in a fight.

Biography: Sanei is a member of Clan Umbraline. While only distantly related to the Rora, she’s taken the many lectures given to her as a child about the importance of upholding her clan’s Honor to heart. She tries to be what she considers the epitome of an Umbraline Menti warrior should be, which means that her life is made up of a lot of acting properly and training and little free time.

Recently, Sanei hired a mercenary named Eshai to be her bodyguard. She doesn’t need a bodyguard, as she’s relatively unimportant, but she thinks that it makes her look more impressive and is befitting of a member of Clan Umbraline.

Name: Kadon.

Species: Toa.

Gender: Male.

Age: Unknown.

Description: A bit on the short side, Kadon wears electric blue armor mottled with lime green. His armor is light and thin, making him look even smaller.

Alignment: Neutral, though he leans more towards good.

Mask: Kanohi Iden.

Weapon:Kadon wields two short sickles, which he usually charges with electricity.

Tools: Just his sickles.

Powers: Control of electricity, Kanohi Iden.

Personality: Sarcastic and irritable, Kadon is constantly getting into arguments. While he is somewhat prideful and arrogant, Kadon isn’t foolish, and will run if he absolutely has to. Far from an idealistic hero, he will still begrudgingly do the right thing if it benefits him. Hard to get along with and to get to know, Kadon only has one friend: his worst enemy, Drome.

Skills: He is skilled with using his sickles and capable, though not a master, with his elemental powers.

Weaknesses: While decent in both melee combat and when using elemental powers, Kadon relies on speed. A combination of his light armor and less-than-impressive strength makes it important that he dodge attacks, as he can’t afford to take much punishment.

Biography:Little is known about Kadon’s past, and Kadon works hard to keep it that way. At some point, the Toa grew bored with his life and began wandering the island, usually getting into fights or aggravating the locals.

One day, Kadon found a remarkably annoying Toa named Drome. The two instantly became best friends and archnemesises and are constantly fighting. Though they fight almost unceasingly, they know each other’s strengths and weaknesses well and make a surprisingly effective team.

Recently, the two Toa got clobbered in Ga-Wahi. While hospitalized, the two fought over whose fault the disastrous defeat was until Drome was moved to a different hospital.

Weapons/Equipment: Tarotrix wields a iron-headed, six foothasta, a gladius with an ebony wood handle, a protosteel pugio and a circular metal shield, with the Ta-Koro Guard symbol painted in red. He also carries a haversack, with a lightstone, heatstone, map of Mata Nui, and a canteen.

Powers: Tarotrix is stronger than average, for a Matoran.

Appearance: For a Matoran, Tarotrix is abnormally tall, being about a head taller than his comrades. He is stocky and muscular in build. His armor is dark, Metru-red, with burnt orange as a side color. His eyes are light grey, and are slightly deep in his sockets. Tarotrix's armor is unique among the Ta-Koro Guardsmen. It is medium armor, built of ebony and grey Rahkshi shells and some chain link to hold it together. His arms and legs are protected by parts from leg pieces, his pauldrons are made from spines, and have blades sticking up from then. His cuirass is made from Rahkshi chest pieces. His helmet is a Corinthian helmet made of blackened Metal, with a Spartan-style red plume. Another feature of his armor is padding that covers the edges of the metal, that helps to dampen its sound.

Element: Fire

Kanohi: Burnt Orange Noble Rau.

Personality: Tarotrix has a often extreme, but also kind personality. He is brash, jingoistic and vain, with borderline glory hound tendencies. He has a rather ambitious side to him, ruthless ambition that he has recently tried to supress. And despite a fairly serious demeanor he tries to maintain, he can be light hearted and fun when around those he considers friends. In certain circumstances, he can act very selflessly to help others. In battle he is rather brave, but often reckless. If his glory-hound side is subdued, he can be quite a kind officer to his men.

Taro holds rather extreme and bigoted views towards many. For instance, he sees Toa as soft beings with superiority complexes. He believes that they have undue influence among his fellow guardsmen, and that their tradition jobs can be done just as well, if not better by Matoran. He holds subtly racist and xenophobic views about Vortixx and Skakdi, seeing them as illegal arms dealers and criminalistic miscreants, respectively. He is very loyal to Ta-Koro, and loves the city and its people with all his heart. Among the things that would cause him to leave guard duty are going to fight Makuta (like he did with the ILS) and helping other guards across Mata Nui, as a military attache.

Skills: Tarotrix is an exceptional warrior and leader, and is a decent tactician. In recent months, Tarotrix has taken up blacksmithing and Dikapi-riding as pastimes. He has proved to be decent at the former and excellent with the latter.[/color]

Biography: Tarotrix is a born and raised son of Ta-Koro. While still young, he got tired of the city, and left it to wander and explore Mata Nui. After a little over a decade of barfights and odd jobs, he decided he'd go back home, and find a stable job and paycheck. Also looking to both help his village, and find glory and adventure, he joined the Ta-Koro Guard. Within several years, he proved to be a capable soldier. Known for bravery as well as for recklessness and his arrogant streak. He rose to the rank of Sergeant Major just as Makuta escalated the Great War.

During the war's final stages, Tarotrix participated in battle after battle. He was partially eaten by a mad Makuta servant, where he fought with his comrade Mevi. While vacationing in Po-Koro, he battled raiding Rahkshi with a friend. After taking his time to recover in Ga-Koro, he returned to Ta-Koro. There, he became involved in Hiemalis' attack on the Ta-Koro Guard Hospital, where he lead troops. He then went to Le-Koro, where he battled the Nui-Rama with the ILF. Tarotrix's final experience in was Rahkshi's final attack on the villages. After trying fruitlessly to capture Dorian Shaddix, Tarotrix participated in organizing Ta-Koro's defenses (Albeit barely), and led his Matoran and Toa troops to take a stand against the Rahkshi. He and another Matoran officer killed one entirely.

After the war, Taro found himself bored of Guard life. He considered retirement, but chose to transfer to the reserve. He has taken up Dikapi riding and blacksmithing as hobbies. While he is not particularly active in the main guard, he is active in the guard's bureaucracy. He has recently returned to active duty,

Weaknesses: Due to his overconfidence and aggressive style of battle, he tries to pick fights with those stronger then him, winding up oftentimes in trouble.

Pet: Musi Wing is Tarotrix's Dikapi mount and pet. He bought him after the Great War, and has trained him well. Musi wind is armored in steel, his saddle contains feed, canteens of water, blankets, a mess kit, a bucket to feed him out of, and a mount for Taro to put his shield. Tarotrix has him return to stables outside of Ta-Koro, when it is dangerous. Musi Wing knows the way by heart.

Address/Home: 38 Tahu Street, Ta-Koran Officer's District, Ta-Koro. It is a large, spacious townhome with two bedrooms, two bathrooms, a kitchen/dining room, pantry, living room and a study. It is carved of black, volcanic rock. 38 Tahu Street was bought by Tarotrix ten years after he began his service.

Name: Aryll Vudigg

Species: Vo-Toa

Alignment: Neutral Evil

Faction: Onu-Koro, Ussalry.

Occupation: Private in the Ussalry. Formerly a General in a foreign service.

Weapons/Equipment: Protosteel gauntlets, with strange blue gemstones embedded in their palms. The gauntlets help him channel his powers more effectively. He wears a belt with a canteen.

Powers: Lightning and sonar location.

Appearance: Aryll is a skinny, but athletic Toa of medium height. He has teal and midnight blue armor, pitted and scarred after years of battle. Over this he wears a black single-breasted jacket with brass buttons, dark grey pants, black cavalry boots and a hooded black traveling cloak. His face is heavily scarred from combat during Pala Koro's downfall.

Element: Lightning.

Kanohi: Arthron, shaped like a teal Ruru, albeit one torn and scarred almost beyond recognition.

Personality: Aryll, most of the time in public, is a polite, calm and slightly mysterious Toa, who gives a subtle aura of charisma. His notable flaws in this charade are a bit of impatience, an oftentimes dangerous amount of curiosity and being easily annoyed. In actuality, Aryll is a ruthless, power-hungy and brutally businesslike. He has a deep-seated superiority complex, seeing himself a master of his element, and superior to the 'savages' of Mata Nui. He aspires to rule the isle as King, after defeating the Makuta. In battle, he is arrogant and overconfident, and can be prone to risk taking. He also has a habit of underestimating his 'savage' opponents.

Skills: Aryll is a master of tactics, and his element. He is one of the most skilled Lighning Toa on the isle. Examples of his abilities include:

-Absorbing and redirecting enemy lighning bolts, with extreme ease.

-Sending nearly silent bolt of electricity through raindrops, to hit a distant target. This requires a great deal of concentration.

-Flooding the air around opponents with electrical energy, to create a seemingly harmless feeling of static. But when does this, he is able to shoot lighning bolts from anywhere where he has concentrated the energy.

-Summoning the electricity from nearby stormclouds to come down upon his target.

-Making electrical shields.

-Turning his gauntlets into individual electromagnets.

Biography: Aryll was born on an island in the greater MU, to a family of nobles. Like many males of his family, he was sent to his nation's highest military academy. He excelled in elemental training and tactics. Three decades after he graduated, tensions grew between the two nations that controlled Aryll's island. Being leader of one nation's military, he lead his men when war eventually broke out. But even after the other nation was defeated militarily, he wouldn't relent. Spearheading a campaign of genocide, he and his armies killed thousands. But in a matter of months, nearby nations invaded and stopped him. Aryll was captured and declared a war criminal.

In route to an enemy nation's courts, the ship he was on was sunk in a storm. Clinging on to a mattress, he drifted in the ocean for a day before passing out from dehydration. Waking up on the shores of Mata Nui, he assumed he had washed up on a backwards isle in the far, uncharted south. Taking his new chance at life for all it was worth, he established himself as a hero. To keep up his heroic facade, he joined the Island Liberation Squad, and fought with them as a mid-level member. He was scarred and wounded at the Makuta-servant attack at Pala-Koro, and was a borderline member until the end of the Great War. Aryll has since aligned himself with Onu-Koro, and went from military advisor to Private in the Ussalry.

Weaknesses: Aryll can be very over-confident, and underestimates his enemies. He holds his opinions above others, even if others are obviously right. He has little skill in non-elemental combat. With only nominal training with lances and sabers.

Address/Home: 35 Ussal Drive, Artisan's Quarter, Onu-Koro. Aryll's home is a medium-sized, three room hut. The main room is a combined living room, kitchen, pantry and library. Other rooms are the bathroom and bedroom. It was gifted to Aryll by the provisional government of Onu-Koro, just a week after the Great War's end. It was given to him as a token of thanks for his service in the ILF, and for pledging to help rebuild the Koro.

Name: Grand Master Larikon Torchbearer

Species: Fa-Toa

Alignment: Chaotic Evil

Faction: The Brotherhood of Ak'rei'an.

Occupation: Grand Master of the Brotherhood of Ak'rei'an

Weapons/Equipment: Larikon wields the sword Heathenbane, an arming sword, with a blackened steel blade of near protosteel strength. Its T-shaped crossguard, handle, and pommel are silver, and its handle is covered in black leather. It has been passed down from Grand Master to Grand Master for centuries. He also wields a kite shaped wooden shield, painted black and incribed with the purple silhouette of an angel. Larikon also has a lance stored on his mount's saddle.

Powers: Larikon, through his mask, can reanimate a corpse, and with enough concentration control it. If concentration is broken, the zombie falls to the ground lifeless.

Appearance: Larikon is a tall and fit Toa, with a well sculpted face and fiery red eyes. He has gunmetal grey and snow white armor. This armor, however is covered with another set. Larikon wears a mail coat, with a mirror plate in the center. He also wears greaves and gauntlets of boiled leather. Covering his head is great helm, his feet, two hobnailed boots. All pieces of armor are either dull or gleaming black. Over his chest, he has a black surcoat, with the silhouette of Ak'rei'an in purple.

Element: Magnetism (Powerless).

Kanohi: White Great Rau-shaped Tryna.

Personality: Larikon is an individual who does not like to linger in the shadows. He is a fiery, charismatic leader, with a flair for showmanship. To those of the Brotherhood, he is a decent, hard working individual, who is fatherly and warm towards them. Although he shows an obsession with building the Brotherhood into a large army, and a rather short temper. To those not of the Brotherhood, and to some within it, he is a dangerous extremist. Highly xenophobic, megalomanical, zealously religious and psychopathic. Also highly racist towards those who are not Toa, Matoran, Lesterin or Skakdi, and possesing a murderous loathing of those who worship Mata Nui. He values loyalty, temperence and piety among his men. He is rather lax in regards to punishing behaviors considered criminal and backwards by mainstream society, but is incredibly brutal in punishing those who commit apostasy. Larikon also seems to, in private, have fits of anxiety and terror. The cause of this, whether it be madness or the trauma of his 'conversion' is unknown. Update: He has softened slightly in personality, being tolerate (Albeit prejudiced) of Makuta worshippers, and plagued with guilt and night-terrors. He has been compromised mentally as a result.

Skills: Larikon is, primarily, a tough and hardened soldier. He is skilled in war and driven by fanaticism. He is also a decently charming orator, and a skilled tamer of Rahi beasts (explained below).

Biography: Larikon was one of the first beings of his element to arrive on Mata Nui. He arrived without a history, and without a penny to his name. But one thing the Fa-Toa had was talent with taming and training Rahi beasts. Using the money he made from training racing Ussals, Larikon started a small circus. Within a decade, the circus had grown into a spectacle known throughout the villages. It featured everything from musicians to ussal jousting, tamed Kane-Ra going through hoops to Matoran who could walk through embers. All the Rahi were trained by him, and all the performers he personally hired. Larikon's Circus was truely a monument to a self-made Toa.

But things all changed, about forty years before the Great War's end. Larikon and his circus were traveling to Ta-Koro through the highways of Onu-Wahi. His convoy was attacked by swarms of Kofo-Jaga. In the chaos, he was seperated, with over thirty of the beasts attacking him. He ran, only to tumble down a crevice, and to hit an underground river. For hours he tumbled through the water, until he washed up upon the shores of a great cavern. The cavern was inhabited by the reclusive Brotherhood of Ak'rei'an.

For over a year, Larikon was tortured and brainwashed, by the Brotherhood. Until, eventually, he was considered 'converted' and accepted into their ranks. He became known as devout and loyal soldier. He rose up the Brotherhood's pecking order, over the next decade. Until he held more respect then their leader, Jokull the Dour. Larikon believed the him to be inept, and incapable of practicing the will of Ak'rei'an. So he poisoned him, and took over the Brotherhood in a violent coup. In the thirty years since, Larikon has built up the Brotherhood. Begrudgingly he waited for Makuta to get out of the picture. Now, he waits for the first oppurtunity to strike, to establish Mata Nui as his holy dominion.

Weaknesses: Combat wise, Larikon is weak for is inablility to use his element, and lack of ranged training. Mentally, he unable to conduct himself diplomatically.

Pet: Larikon's mount is an Ash Bear, named Lutrez after one of the Brotherhood's early leaders. Lutrez is armored in blackened steel, and is well trained. Lutrez also has quite the appetite for Lesterin, Vortixx and Kraata flesh. Larikon lost his zombie-slave three years ago, and the bear is a replacement.

Name: Jorruk Yokin

Species: Le-Toa

Alignment: Chaotic Evil

Faction: The Brotherhood of Ak'rei'an

Occupation: Steward and Priest of Ak'rei'an

Weapons/Equipment: Jorruk simply uses a kidney dagger of blackened steel. He wears a pair of black leather sandals, and a black hooded robe with the figure of an angel in purple. Jorruk carries carries in a pouch a pen and paper.

Powers: Jorruk has powers over Air, and controls a zombie.

Appearance: Jorruk is short, fat Toa. He has dark green armor, with black undertones. His eyes are light blue, and deep in their sockets.

Element: Air

Kanohi: Kanohi Pehkui (Powerless)

Personality: Quiet, cunning, adaptable and shrewd. Jorruk is a voice of reason in the very unreasonable Brotherhood, seeing things realistically without the haze of zealotry clouding his thoughts. Unlike many of the Brotherhood, Jor is much less vocal about religion then his brothers, but still is rather devout. He is a sadistic person, who takes joy in the torture and brainwashing of new 'converts'.

Skills: Jorruk is a skilled quartermaster, torturer , trapper and wealth manager. He also is mildly skilled in many menial jobs, like sewing, cleaning and cooking.

Biography: Jorruk Yokin was born in Le-Koro and raised there. From an early age, he became known as a skilled manipulator and thief. Exiled from his village, he wandered the island, living off his pickpockets and thefts. While walking along the Great Mine, however, he was kidnapped by the Brotherhood of Ak'rei'an. After being tortured and brainwashed into a loyal servant, he survived Larikon's coup. Eventually, he rose to the rank of Steward, and took up the mantle of Priest. He does both extremely well, and is a trusted soldier in the newer, smaller Brotherhood.

Weaknesses: Jorruk is weak in battle, and will not hold out against just one powerful opponent.

Zombie: Jorruk's binded zombie, Ardron, is a tall, stocky Bo-Toa. Ard is clothed in an old brown tunic, is armed with a spear, and has blank white eyes. He has Turaga-level elemental powers and a mask of Undeath.

Name: Mons Shajs

Species: Skakdi of Crystal

Alignment: Chaotic Good

Faction: Ga-Koro, Ga-Koroan Marine Corps

Occupation: Corporal of the Marines

Weapons/Equipment: Shajs is armed with a Mortuary-sword, made of solid Protosteel. It has a fine ivory handle and guard of black iron. Shajs also has a short-range heat bolt pistol, which fires short beams of heat similar to Rahkshi heat vision blasts. It can fire five rounds before having to cool down.(Approved by Nuju Metru). He also has a longbow and quiver of arrows. Strapped to his right leg is a bowie knife in a leather sheath. Shajs also has a black satchel with widgets, lightstone, heatstone, metal flask of rum, map of Mata Nui, his badge and multiple air bladders. Around his waist is a light brown leather belt with several pouches, and a holster for his pistol. In hand-to-hand combat, Shajs uses his natural claws, which he takes great care of. Shajs carries thick cigars in his belt pouches, along with matches.

Appearance: Shajs is short for a Skakdi, with a lithe (For his species) and fit body. His armor is dark grey, with dull silver as a secondary color. As a sign of his element, the grey part of his armor has thousands of flecks of crystal, in a multitude of colors. His face resembles Avak's, and his spine looks like three rows of daggers. He wears a set of leather armor (Dyed Navy Blue, and covering his forearms, chest, shoulders, elbows, knees, and lower legs), high black boots and tan putees. Over this, he has a worn black-green traveling cloak, with a hood.

Element: Crystal

Personality: Most of the time, Shajs is fun loving, mischieveous, friendly and easy-going to his coworkers and people he serves. He is also very intelligent, and at times quiet and brooding. Shajs in battle is cold, calculating and adaptable. Once, Shajs was a hedonistic criminal, and this as a whole echoes in his personality. He has some sympathy for more petty criminals, and overlooks minor crimes. Often, he chats with such criminals and lies to his superiors about it. On major crimes, however, Shajs acts quite a bit more brutal on the perps than his fellows. He is haunted with guilt over his past, and sees Marine service as his way to make up for his crimes. He also is phobic about gaining any power. As he feels such responsibilities would cause him to return to his cruel former self.

Skills: Shajs is a particularly skilled fighter. He can fight with his sword, punch and claw with his hands, and shoot quick and true. He is a skilled and experienced guerilla, and a decent leader. He knows well the methods and tactics of criminals, especially those of pirates. Due to past interests and training, he has a some knowledge in such varied fields as military engineering, naval tactics, fishing (Spearfishing, mostly) and cooking. Over the years, he has gained knowledge in Ga-Koroan law and poltical science, through training in the Marines.

Weaknesses: In addition to having a near-useless element, Shajs is weak to those with elemental powers. He also shows hesitation at accepting positions of power. He fears that with power, he might return to his cruel and tyrannical former self, and threaten the city he swore to protect.

Address/Home: 256 Dermis Lane, Fishmonger's Neighborhood. 256 is a small little one-room lily-hut. It has a firepit in the middle, bed to the right, kitchen to the left. Very simple, just as Shajs likes it.

Name: Vulunos

Species: Onu-Matoran

Alignment: True Neutral

Faction: Onu-Koro, tacitly.

Occupation: Inventor, engineer, shipwright and businessman. He is semi-indepentent in his work, having a contract and funding from Onu-Koro, but not working solely for them.

Weapons/Equipment: Vulunos carries a protosteel stiletto for defense. Otherwise, he carries a wallet, golden pocketwatch, two powerful iStones, a pen and an ink bottle. His knife is hidden in his jacket.

Powers: None.

Appearance: Vulunos is a short Matoran who looks borderline underweight. He has black armor, with khaki undertones, and dark green eyes. He wears a dark grey jacket, of fine cloth, and Muaka leather boots.

Personality: Vulunos is a moody, cynical and highly arrogant individual. At times he becomes highly affable, fueled by creative obsession and a frenzy to build 'revolutionary' inventions. These times, his mindset is rather grandiose. Other times, he becomes paranoid and reclusive, staying inside his home for long periods. Paranoid about intruders, the government, or Makuta followers coming to take his inventions. Most of the time, however, he is relatively normal, albeit rather prideful and alert. He has a dislike of governments and the Akiri. He won't, for instance, give his inventions away for the 'Good of the Koro' or advise the Akiri on any matters. However, if the government/military are customers, he'll hold back, somewhat.

Skills: Vulunos is primarily skilled in the design of ships, weapons, engines and vehicles. He has great knowledge of those, and other related areas. He also has some skill in metalwork, woodwork and mechanics, to let him build such things. Vulunos is also business saavy, being able to run a business well

Biography: Born into an old-money mining family, Vulunos was given the best education his parents could afford. He turned out to be an excellent student, going through several tutors before he came of age. After such, he shunned the opportunity to lead his father's company, and instead wanderered the island. There he sought to develop his talents in science instead of wasting himself in business. He honed his skills with blacksmiths and ship builders. When he figured his skills were developed enough, he decided to go the Ga-Koro and live out his days as a playboy tinkerer. His days were spent sailing in the morning and designing weapons in the evening.

He was however limited by the strictly monitored accounts his parents set aside for him. When they passed, however, Vulunos inherited their vast fortune. Getting out of playboy life, he devoted himself to invention, and selling his inventions. He did this during the waning years of the Great War, totally independent. But after Makuta was slain, Vulunos was forced to either sign a contract with Onu-Koro, or be forced from it. He then signed the most loose of the contracts. Nowadays, he mostly lives in Ga-Koro, but has a second home in Onu-Koro.

Weakness: Vulunos being a Matoran has a weakness to those with elemental powers.

Address/Home:

-Sadzi Manor, 3 Coral Street, Ga-Koro: Located on an artificial platform fixed into the soil under Naho Bay, Sadzi Manor is connected to the streets by way of a fiteen foot rope bridge. It a large, two story building. The first floor is a pair of enclosed docks and workshop, seperated from a living/dining room and bathroom. The upper floor is a bathroom, master bedroom, guest bedroom and a huge study/lab.

-Room 89, Floor 2, Understone Apartments, 34 Bedrock Street, Onu-Koro: This small apartment is where Vulunos lives in when on business in Onu-Koro. It is one room bathroom, living room and kitchen.

Name: Sukot urn Voyuk

Species: Fe-Toa

Alignment: True Neutral

Faction: Ko-Koro

Occupation: Mercenary (Prefers the term Soldier of Fortune)

Weapons/Equipment: Patero Launcher (Rifle-like), a rondel dagger, twin bamboo disks and a Shaska. As well as leather armor.

Powers: Iron and Accuracy.

Appearance: Tall and lean, with brown and gunmetal armor and green eyes.

Personality: Cynical, greedy and world weary, with a good side at times. He has a bit of honor in regards to killing, dislikes it, but has no remorse.

Skills: Skilled in war, and not much else. Decently intelligent and adaptable.

Biography: A former noble in a foriegn land. Sukot washed up on the shores of Ko-Koro years ago. Soon, he became a mercenary and plied his trade through the Great War. He served both the Koros, and the Makuta servants. But with only his service to the koros recorded, he got a job in Ko-Koro.

Weakness: Sukot is weak to Toa with Magnetic powers, and can be blinded by greed.

Appearance: A tall Dasaka, of medium build, with navy blue and and reddish gold armor. Shivada has light blue eyes, and wears her ancestral crystalline armor, which covers her forearms, legs, chest, shoulders and arms. It is made of purple crystal, with yellow undertones, and is smooth and seeming hugs the body. Above this, she wears a cape with the purple Imperial colors.

Caste/Clan: Menti,Clan Dastana.

Mask: Blue Kakama

Faction: The Imperial Guard

Weapons: A Naginata, Jian and Hachiwara. All with blades of yellow crystal honed to razor sharpness.

Powers: Speed and Willhammer Disipline.

Personality Shivada is a weary woman. Sick of the intrique and drama of the inter-clan squabbling, squabbling that got her into the position she is in. But she isn't one to complain aloud. Shivada is stoic, in many ways, suspicious and a rather tough boss. She believes the position of Imperial Guard to be a honorable, but useless one. She does have a softer side though, when in trusted company.

Biography: Sent to training at an early age. She fulfilled her familial expectations, and brought a degree of honor to her traditionally un-militaristic clan. After training, however, elders from her clan tried to put her into commercial positions, of which she failed rather spectacularly. This went along for nearly a decade, until she asked to join the Imperial Guards. Pulling some strings, her family got her into the small group. After much strain, she stayed in the Imperial Guard after war broke out between the Crown and Clan Dastana.

Weaknesses: The weaknesses common to willhammers.

Name: Jahagir Senavysh

Species: Dasaka, Taajar.

Gender: Female

Appearance: A short, lithe Dasaka, with grey-blue and golden armor, and yellow eyes. Senavysh wears a hauberk of red crystalline chainmail, befitting a Jahagir of the lead clan, a leather cuirass studded red crystals, a bone-studded helm, embedded with large red feathers, and a white surcoat. She wears a red sari, with a checkered red-white sash and a circlet in formal occasions.

Caste: Menti, Toroshu (Jahagir in Taajar tongue)

Clan: Clan Angavur

Weapons: Senavysh's main weapon is her Clan's ancestral Long-Kris, Sunshard. It is has a wavy blade of transparent yellow, and has a hilt of carved ivory. She also carries an obsidian arm-dagger, a Katar of red crystal, twin throwing knives of similar substance, and a leaf-shaped shield, painted in the colors of Clan Angavur.

Powers: Astral Projection and Sighteye Disipline.

Skills: Senavysh is a highly skilled warrior. Having been trained in Taajar and Imperial combat techniques. She is also highly intelligent and well read. She also is trained in common Taajar skills, such as cooking and foraging, and has an eye for blade and armor quality. She is learned in tactics and leadership, but due to her youth, hasn't much experience applying it.

Personality: Being the highest ranking Taajar in their entire culture, Senavysh tries her best to represent the culture. Polite, tactful, sociable, and somewhat easy-going, she isn't hard to talk to. As a leader, she is highly cautious, and intent on keeping the Taajar free from abuse and meddling of Imperial clans on the island. However, having been isolated from it, she is highly curious about Imperial society and all its aspects. This clashes with her desire to remain true to Taajar culture. To others, she might seem at times rather easy-going and permissive compared to the Imperial Toroshu. Senavysh holds a somewhat idealized view of Imperial culture, and believes it is mostly honorable and honest. Thus, she is painfully naive to the backstabbing-happy politics of the capital. In addition, she's awkward in regards to Imperial courtesy, in many regards. Senavysh also believes it is her duty to gain acceptance for the Taajar, and end the prejudices between them and the Imperials.

Biography: The Eldest child of a first son, Senavysh was a curious little child, deeply intriqued by the strange Imperials outside the village walls. Being a Menti, she and her sisters were confined to the village. Out of childish anger, she snuck out of the village, under an assumed name, and fled to a Saihoko caravan. There, she joined them in their nomadic trading. When the child's identity was discovered, however, she was returned to her home.

There, she was confined under guard 'For her own benefit', and taught by her Amukas. She was taught in the ways of battle, and the Sighteye disipline. When she came of age, she served as a sworn shield for her mother, the reigning Jahagir, until her passing. After taking the seat of power, she served her first several decades a pawn of her elders. But after asserting her power over the clan, she has passed several small reforms, mostly to help improve the image of the Taajar people. Nowadays, she alternates between the Imperial city and her home in Greywood Longhouse.

Weakness: Senavysh is not the most skilled in her disipline, being far more adept as a warrior. She is also naive and overly idealistic politically.

Name: Arvun

Species: Fe-Lesterin

Alignment: Chaotic Good

Faction: Followers of Makuta (Formerly)

Occupation: Drifter, Trapper, Outdoorsman, Bodyguard.

Weapons/Equipment: Arvun carries a Protosteel Kaskara, a Kukri, and a Hunting knife for weapons. The sword is hidden in his cloak. Aside from it, he has a set of fur and leather armor, light and breathable, and a pair tall leather boots. Over all this, he wears a large grey cloak, with an equally large hood. He also carries a haversack with small traps, a lightstone, a medical kit, heatstone, maps, a canteen of water, and jerky.

Foreign Tech: Arvun has a lenses in his helmet that can pop out, and extend to the front of his left eye. It allows him detect users of Hunas and Volitaks, by way of surrounding them in a blue or red aura, respectively. Approved by Emperor Whenua.

Appearance: Arvun is a tall, relatively fit Lesterin of average weight. His eyes are red and wary, and his armor is a dulled metallic silver, with coffee-brown as a secondary color. His armor is dented and scarred from years of abuse.

Personality: Arvun can be mildly caring, quietly benevolent, and fairly sociable, when with company he's at ease with. Otherwise, he maintains a cool, somewhat aloof persona. Arvun is also fairly snarky, lacks mercy towards enemies, and maintains a very cynical worldview. Arv is dead loyal to individuals who gain his trust, but maintains an intense hatred of authority figures and the government. He is secretive about his past, and is both haunted and conflicted about it. While he maintains a large degree of regret over it, he has little guilt for his past actions. Something that is a omnipresent part of his personality is a lingering sense of mourning over the loss of his love, Darvia. The reason why he wears his grey cloak.

Skills: Arvun is a capable fighter, trained with the sword and fist. And due to years making a living in the backcountry, he has skills in hunting, tracking, stealth and foraging. He is fairly intelligent as well. He can also bartend, oddly enough.

Biography: A former Makuta-servant turned drifter. Further detailed in wiki page below.

Weaknesses: Arvun is unskilled in ranged weaponry, has little knowledge of politics, and conflicts easily with figures of authority.

Appearance: Mahene is a tall, athletic Toa, of medium weight. She has dark blue armor, with dull gold undertones, and green eyes. She wears a chainmail hauberk of yellow crystal, light leather armor, and tall riding boots. She wears a surcoat with a red-white checkerboard pattern.

Weapons: Recurve bow, a quiver of obsidian, crystal, and less than a handful of metal-tipped crystal-head arrows. She also carries a Talwar of yellow crystal.

Mask: Blue Sanok, mask of accuracy.

Powers: Mahene is a reasonable Mindarm, able to efficiently move larger objects.

Traits: Mahene is aggressive, stubborn, honest, and undiplomatic. Far from a kind soul. Politically, she is traditionalistic, believing firmly that the Taajar should stick to their old ways. She holds a suspicious, borderline antagonistic view of the Imperials. Socially, she isn't the easiest person to get along with, but can be a fairly good friend.

Bio: The younger sister of the Astyzyar-Jahagir, Mahene was a fairly hard-headed child. Her mother sent her and five other Angavurs to a clan of Soka-breeders as part of an attempt to improve relations between their clans. Coming back a highly skilled Soka-Rider, she steadily became a staunchly traditionalistic voice in the clan, in opposition to her sister.

Weakness: Mahene is perhaps a little too aggressive, and is a less capable fighter dismounted.

Pet: Rhosgu, a silver-skinned Soka, is Mahene's steed. He is a thoroughbred Soka, among the hardiest in the Taajar herds.

Name: Iolatra Angavur

Species: Dasaka, Taajar

Caste and Clan: Menti/Zrupgar, Clan Angavur.

Appearance: A small, wiry Dasaka, Iolatra, has odd sandy blue and gold armor. She wears a yellow pair of armor most days, with a checkered red-white cloak and brown boots.

Weapons: A pair of red-bladed Katar. Though, she can use all of the Taajar weapons, and will use the entire set if put to battle.

Mask: Rau, Mask of Translation.

Powers: Willhammer powers, unusually well-trained for a Taajar. Near to mastery.

Traits: Iolatra is calm, quiet, pragmatic and well spoken. Scholarly in demeanor, she nonetheless can lead if needed. She prefers books to people, but can socialize if needed. In regards to politics, she is progressive, but keeps such views to herself. She holds a positive, if somewhat wary view of the Imperials. She maintains a quiet disdain for the more traditional clans, but talks little of it. Iolatra is also more sympathetic to the Imperial view of class.

Bio: The cousin of Senavysh, young Iolatra was more of a sister to the Jahagir than Mahane. She was trained a young age in the academy of Clan Daikura, one of the few Taajar to even attend. After leaving, she established herself as the most psionically adept member of the clan. She also began to devote time to managing Greywood, and keeping track of the vast Angavur library. Iolatra is now trusted by Sena enough to be regent when she is gone.

Weakness: The weaknesses common to Willhammers. Iolatra is also less adept a physical warrior than most other Taajar.

Edited by Mr. House, Jan 07 2015 - 08:36 PM.

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"But autocracy? Firm control in the hands of a technological and economic visionary? Yes, that Vegas shall have." -Robert House

Name: DaliaSpecies: ToaGender: FemaleElemental Power: WaterWeapons: NoneMask: Kanohi Matatu in the shape of a modified KakamaAlignment: HerselfPersonality: Dalia's one of those hard-to-kill people. She's determined, gritty, and unafraid to let you know what her opinion of you is. Despite being rough around the edges, she has a caring side... But it hasn't been seen in a long time.History: Dalia’s had a rough time. She’s a former Mark Bearer, making her wanted by the law of Ga-Koro, even though she never committed a crime. She’s survived stampedes, Rouge Toa, Makuta-Servents, and all of the like. She was one of the Toa that defended the Kini-Nui, and subsequently decided to stay in and around Ta-Koro after the defeat of Makuta. She’s currently trying to change her outlook on life...However, this new outlook often involves lots of liquor.Weaknesses: Pain, fire, dehydration, electricity, large amounts of heat.

Name: NoiraSpecies: Toa (Air)Gender: FemaleAppearance: A Green Toa of air, she wears what used to have been robes, now rags.Kanohi: MiruDominant Hand: AmbidextrousPowers:Air elemental, LevitationAbilities:She's not very strong, and years of servitude have made it difficult for her to act on her own.Weapons/Equipment:NoneFighting Style:NoneWeaknesses: Everything?Widgets: 0Other Possessions: NoneHome: Wherever she is.Affiliation: AkiraAlignment: ???Bio: For most of her life she'd been sold from master to master. She eventually ended up in the Makuta shrine, where she somehow became a Toa. She was later freed at the end of the Makuta wars by Iegasa, and headed to Le-Koro. Upon arrival, she met with an older, mysterious Toa of Water, who treated her kindly. Since then, Noira has tried to stick with this Ga-Toa, who allowed Noira to travel with her group, the Paladins.Personality: A quiet soul, Noira says and does little. After meeting Akira, Noira only seems to care for being near Akira, who she considers her one true friend. She's highly uncomfortable with people she'd never met before, and can be quite nervous when tasked with something she'd never done before. However, when ordered to do anything, her upbringing kicks in and she follows these orders without complaint or question.Other: ???Theme Music: ???

Name:NeiSpecies: Ga-MatoranGender: FemalePowers: None, although, one could argue her extreme cutenessKanohi: A powerless blue Miru.Weapons:Bamboo DisksDescription:Nei is small. Her mask and armor are blue while her natural armor is turquoise. As she is only 85, she still is considered to be a child in other's eyes. However, even Nei has noticed that she's started to grow taller, prompting her to start trying to act more 'mature'. She's somewhat known for her cuteness, and for the fact that the Toa Embok is her father. Nei is commonly seen wearing a blue one-piece swimsuit that exposes her sides, back, and arms. She wears brown cargo pants on her legs, with blue armor over her thighs and shins.Alignment:GoodPersonality and Traits:Since the last battle with the Rahkshi in Ta-Koro, Nei's had a bit of a rough time. She had a close encounter with a Vorahk, which has effected her profoundly. Adding to this was the news of Embok's betrayal. This instilled into her a desire to distance herself from Embok. Nei is defined by a headstrong, spunky attitude, as well as a dislike of failure. Surprisingly, she is trained in martial arts.Weaknesses: Elemental powers, just about everything.

Name: BeyniiSpecies:De-MatoranGender:FemalePowers: None (However, has super-sensitive hearing)Kanohi: Powerless KakamaWeapons: Compact bow with 20 metal tipped-wooden arrows. A small hunting knife.Description: Beyni's armor, mask, and hands is blue-grey, while her arms and legs are black. Somewhat on the thin side.[/size]Personality and Traits: Beyni is generally quiet, even for a De-Matoran. Although, this is only to protect her sensitive hearing, and she is actually a very outgoing person. Although, she can be shy at times, especially when meeting new people.Weaknesses: Elemental powers, loud sounds.

Name: Atea (Also known as #61. #61 was the "name" she was born with when she still worked for DARK)Species:Toa, PlasmaGender: Female]Kanohi:Kanohi MatatuAppearance: A Toa with simplistic, ornament-lacking armor. Her armor color is Blue and Light Blue, and her Matatu is in the shape of a blue Akaku.Powers: Plasma Elemental, TelekinesisStrengths: Melee fighter, strong tactician, climber, decent marksman, is able to blend with large crowds easily, expert of disguise, excellent with most weapons given to her, elemental powers.Weapons:None Currently, uses most weapons she can find.Weaknesses: The Cold, Water, can have lapses in moral judgement, can be caught off-guard if a plan/disguise fails.[/size][/size]Alignment: NonePersonality: Atea can be defined as strong-willed, serious, and could be considered cold and detached. Atea is determined to make something better of her life, but is unused to the world around her. At times she could be timid, or secretive, but this is due to her entire life spent being trained as an assassin, not a talker.History: "61" was born for DARK. Since birth, she has been trained to be an operative for the organization of assassins, and approximately after five cycles, she was inducted as an field agent of the organization, becoming a Toa at the same time. When "Sheoldred" first joined DARK, it was "61" who started to trained him. When "Sheoldred" became a field agent, he was paired with "61". Eventually, "61" had enough of DARK. She formulated her own escape plan at the same time the other agents made theirs. When she attempted to convince "Sheoldred" to join her in escaping DARK, the two of them battled, and it was "61" who gave him the injury that forces him to speak in a whisper. She was able to escape at the same time as the other agents, and journeyed to Mata Nui, hoping to change her life, and put the past behind her. After joining with the Rama-Riders, #61 met her Rama-Partner, Uriuri, and Hasil. After being a member of the Riders for someone for a deal of time, Hasil helped #61 rename herself as "Atea". Atea was pleased with this.

The Ancient - ???[/size]

Name: [/size]???[/size]Species: Toa Of Earth[/size]Gender: [/size]Male[/size]Powers: [/size]Earth Elemental, The ability to control corpses.[/size]Kanohi: [/size]Great [/size]Tryna, shaped in the image of a Skull.[/size]Weapons: [/size]Protosteel Scythe.[/size]Description: [/size]Stands slightly taller than the average Toa. He is obviously older than almost any other existing Toa, as his internal frame operates off of gears instead of the more streamlined current models. He appears to be almost a frankenstein-like experiment come to life, his body a mixture of mechanical armor and organic tissue for the parts of the body that require more mobility than gears can provide. His armor appears to be just standard jet-black armor, with the exception of bleach-white bones being the only defining features upon it. The armor also has several lines around the joints of the armor, as well as the spinal region. His mask, shaped to resemble a skull, is permanently attached to the face, and has no mouth opening to prevent the mask from being removed.[/size]Alignment: [/size]Unknown[/size]Personality and Traits:[/size] The Ancient one is on a singular mission. To protect the island of Mata Nui according to the will of the ancients. He is methodical in this approach, and cares little for any sentient life hurt in this mission. He does, however, hold the natural order in high esteem. He posses a special 'mode' which he refers to as 'unlocking' where his armor opens up at the joints, allowing him to reach the peak of his physical powers without the hindrance of armor. Outside of this, he appears to have complete mastery over his Kanohi powers, Elemental powers, and his weapon.History: This Ancient Toa appears to be a relic left over from times shrouded in myth, where Artahka and Karzahni still ruled the world. It's preservation seems to be through a 'stasis' built into him to ensure that he would last into modern times. He was uncovered by a small group of Matoran and Toa, and resumed his mission in protecting the island of Mata NuiWeaknesses: While his unlocked status allows him greater mobility, it also reveals more of his organic tissue, which is significantly weaker than the armor guarding it.[/size]

Name:Laqriel Of The NineGender: FemaleSpecies: Toa (Fire)Alignment: Lawful Good/StupidAffiliation: The Ta-Koro Guard (Ranked as Sergeant in the guard.)Kanohi: Kanohi Matatu in the shape of a Faxon.Known languages: MatoranVoice:Gruff, similar to that of a drill sergeant. Often has the moods of ‘grumpy’ and ‘bossy’.Wealth:The amount of money that any member of the Ta-Koro guard makes.Description:Standing at thirteen feet tall, Laqriel may be one of the largest beings on the island. She is commonly seeing Dark Blue, Orange and silver armor that is for the most part, standard issue. It is quite bulky at the shoulders, and upper body, but otherwise form-fitting.Personality: There is a line. While some people may on one side or the other, Laqriel is that line. A thin blue line that serves as the distinction between right and wrong. Laqriel is not only concerned in keeping the peace… She’s obsessed with laws and rules. The slightest infraction of any one by anyone is enough to push her over the edge. She’s quite known for her enforcement of the law, be it improper spelling of signs to murder, arson, and jaywalking, Laqriel will most certainly be there to sort out the criminals. Be it the easy way, or the hard way. She also has a hairpin anger, the slightest provocation is enough to push her over the edge. She also can be more-than-somewhat defensive about her origins, often making others wonder if she even knows where she came from. Also never smiles.Bio: Laqriel’s initial origins, including of where she acquired her swords, how she became a Toa, or where she even came from is unknown. She quickly made a name for herself amongst the Ta-Koro guard, rising to the rank of sergeant.Beliefs: Laqriel believes that all laws are equal, and deserve equal attention. She will go to any measure to ensure this… As long as it is within the jurisdiction of the law.Fighting Style:Laqriel fights with all eight swords at once. One in each hand, and the other six controlled by her Kanohi. She never uses the ninth sword. Despite her extreme height, which many may interpret as slowness in combat, Laqriel is anything but.Weaknesses: Smiling, Tremendous amounts of water, extreme cold.Tools and Equipment:Nine swords. Four mounted at her hips, two at her sides, two on her backs, and the last one hanging from a holster on her neck. Each of her swords is different from the others, with the ninth sword being completely different. While each of her eight swords all have orange jewels built into them, the last one has red jewels instead, and has a hilt made out of black and red leather. It’s sheath is made entirely out of black wood, with the word ‘Worldslayer’ on it.Dominant Hand: Unknown.

Name: EshiwaGender: FemaleAge: MU equivalent of about 60-70 years old.Species: Dasaka (Datsue)Clan: HerupaCaste: ToroshuKanohi: Powerless Noble RauKnown Languages: Standard MUPrimary Hand: RightVoice: A wizened old woman who is very careful what words she says, and how she says them. Despite a care for her words, a sense of daring and cunning is visible underneath them.Appearance: Looks similar to the Datsue of her species. Often wears flowing robes to cover her body, the back of which is emblazoned with her Clan symbol, along with the collars. Primarily a dark blue colour, with crystal armor being more minimal upon herself than her fellows.Personality: Eshiwa is old. Her age has given her excellent insight, as well as wisdom. As the only child of the previous Matriarch of the clan, she was groomed throughout her life to take her mother’s place after her death. She has little aspirations outside of raising her children, and training the next generation of Herupa clan members, be they bodyguards, assistants, or advisors. Despite this, she keeps her clan strong and in high respect of the major clans, and is often unwilling to deal with those with negative relations.Powers: Mindarm, Soulsword, IdeatalkTools: A singular staff made in scaled replica of Gaiusu. Her ‘soulswords’ are also in the form of the Spear of Gaiusu, as she was it’s former wielder.Weaknesses: Due to her older age, Eshiwa is much slower than she once was, and her strength has faded from when she was a young lass. This can easily turn against her in extended fights, due to her lack of strength and speed. Using her Mindarm and Soulsword powers in conjunction will often lead to her running out of energy to fight with faster.

Name: JiyuGender: MaleAge: MU equivalent to 30 years oldSpecies: Dasaka (Dasaka)Clan: HerupaCaste: MentiKanohi: Miru shaped in an original designKnown Languages: MU common.Primary Hand: AmbidextrousVoice: A soothing baritone voice, one that might be any mood the speaker requires, and quite entrancing to the listener. Whenever he becomes angry his voice gets raspy, and when becomes sorrowful his voice gets soft.Appearance: A giant of about fourteen feet high. Unusual for a Dasaka, his natural colour is red rather than blue, although the crystal armor that he wears across her form obscures most of this from view. He wears a flowing black cape that has his clan symbol and the symbol of the Toroshu he serves embroidered on the collar. Jiyu also carries with him a replica of the spear of Ronginusu, as he is it’s wielder.Personality: While Jiyu does his duties to the best of his ability, he is far more known for his bad habits rather his good ones. His tendency to laze about, and suggesting parties and feasts for any occasion has wound up carrying negative connotations for him. Luckily for Jiyu, he excels at his duties more so than any of his clan, and to replace him would seem illogical. In public he might often act rude and callous to strangers, especially those beneath him, he secretly holds the best interests of his Clan and The Empire.History: Jiyu was born to Datsue Eshiwa, and is the eldest child of the clan due to him being the ‘elder twin’ between Jiyu and Seigyo. He became known throughout the clan for his large size, being larger than most of his peers, and close in size to a Dasaka. When he became of age, Jiyu was trained as a Menti class, taking up the Soulsword Discipline, and learning how to shape it in the shape of the bident spear of his clan, Ronginusu. At some point she was selected as the wielder of Ronginusu. Once he had completed his Menti training, he was withdrawn from the caste, and assigned as an adviser. Jiyu has remained as such.Powers: Sheilding, Soulsword discipline (Soulsword is in the shape of the bident spear of Ronginusu, as he is it’s current wielder), Mindhammer Discipline, and Ideatalk.Tools: Jiyu carries a replica of Ronginusu. He may often carry whatever things he requires to fulfill his duties.Weaknesses: At a glance, Jiyu has few weaknesses. He has strength, size, and surprisingly, speed. Secretly, he knows how to use few other weapons outside of his ‘Soulsword’, and can be defeated by forcing him to use weapons he is unfamiliar with, or catching him lazing about. He also has a small reach when not using a weapon.

Name: SeigyoGender: FemaleAge: The MU equivalent of 30 years old.Species: Dasaka (Dasaka)Clan: HerupaCaste: MentiKanohi: Kanohi Arthron in the shape of a noble Akaku.Known Languages: MU commonPrimary Hand: AmbidextrousVoice: The voice of one who is more concerned for the safety of others than herself, although she hides this under a normally stoic exterior.Appearance: A Dasaka standing slightly above the size of the regular of her species. Curiously, she is naturally red in colour, similar to her twin. However, a good majority of this is obscured by her white crystalline armor. Hidden upon her person is two brands, one the mark of her Clan, the other being the Clan that she works for. She carries a small replica of the spear of Kashiusu, as she it it’s wielder. Jiyu and Seigyo, Seigyo is on the left.Personality: Seigyo hides her personality under a deep barrier of stoicism, to where the only ones who ever see her lighter side would be her twin Jiyu, her mother, and on rare occasions, her master. She holds nothing but the deepest of affections in regards to her master… Albeit in a professional way.History: Seigyo was born as the ‘younger twin’ of Jiyu. Unlike Jiyu, she did not inherit his massive size, although she still boasted larger height over normal Dasaka. Similar to her twin, Seigyo attended Menti training, and started to have her Soulsword weapon be in the shape of Kashiusu. She later obtained a scaled-down replica of the weapon so that she may use it as a weapon. She later became Kashiusu’s wielder, similar to her twin becoming Ronginusu’s wielder.Powers: Soulsword (In she shape of the spear of Kashiusu), Idealtalk.Tools: A scaled-down replica for Kashiusu, and a crystal shield. Whatever tools she needs for her current task.Weaknesses: Untrained in other weapons. Unlike her brother, Seigyo is more akin to the regular Daska, boasting ever-so-slightly better-than-average physical attributes. Her devotion to her master can often lead to meaningless self-injury on her part.

Name: The Reveler (Actual name unknown)Gender: MaleAge: Unknown, Presumably the Matoran equivalent for late thirties.Species: Toa (Fire)Kanohi: RauKnown Languages: Matoran (All, or almost all, through use of his Kanohi).Primary Hand: Right-handedVoice: The voice of one who is both wild in nature, but also wields great strength, and knowledge of the natural world.Appearance: http://farm6.staticflickr.com/5542/12163918864_37e809bcb8_b.jpgDescription: A red-and silver Toa standing close to eight feet tall. His armor looks similar to that of roman legionnaire armor, adorned with furs, small trophies, and fragments of past weapons. His mask is shaped like a Great Huna, silvery growth similar to hair growing out of the back of his head, with two small horns close alongside his jaw. Atop his head are two large horns, similar to that of a grand bull. His mace Xenargos is almost similar to that of a plain mace, but with the inner edges being jagged and cruel in shape, and capable of acting like a torch.Personality: The Reveler is an enigmatic figure. Quick to return to the old ways, he strongly believes in the time-proven mantra of Survival of the Fittest. He despises those who see technology as the only future, while also disgusted with those who see the natural world as exploitable, or some sort of fancy decoration. He abhors those who dabble in the magic and in the arts of the dead.

The Reveler is known for owning a small settlement in Le-Wahi, close to the Mangai volcano. The settlement is known by those who came from the Kumu islets and the underground of Mata Nui as hosting illegal gladiator tournaments, the winners of whom are held grand feasts by the Reveler. His name comes from the grand feasts and parties he holds in his settlement, ranging from arrival of visitors, all the way to grand celebrations for tournaments.[/size]Powers: Fire Elemental, TranslationTools: A protosteel mace, affectionately named “Xenargos, The Hedonist”Weaknesses: Water elemental, extreme cold.

Name: Aeolus and Arden (Aeolen?)Gender: Female BodyAge: Both are the equivalent of a member of their species in their twenties/thirtiesSpecies: Toa (Steam)Kanohi: NoneKnown Languages: MatoranPrimary Hand:AmbidextrousVoice: The voice of one who is both wild in nature, but also wields great strength, and knowledge of the natural world.Appearance: A dark blue female Toa, one with simplistic, yet fanciful armoring.Personality: Arden is the original owner of her body. Name is commonly a bit of a motor-mouthing book worm, who can easily get worked up talking about things that are important to her.

Aeolus wound up in Name's body as a result of an accident with his new Iden. He was commonly known for his tendency to make poor jokes, impulsive behavior, and constant attempts to get Laqriel of the Ta-Koro Guard to go on a date with him... At least in his original body.Powers: Steam ElementalTools: None CurrentlyWeaknesses: The shared body and differing fighting styles between consciousness prevent them from working as an effective team... Especially since both of them have equal control over their body. Due to their shared mental state, they lack the concentration to use a Kanohi. They also have a lack of control over their new elemental power, resulting in unfortunate accidents.

Name: "Jay-El"/Halfimus
Species: Skakdi
Appearance: A Fur-Clad skakdi who's missing an arm, a leg, an eye, and an ear. He moves surprisingly quick for someone who's crippled.
Personality: He does what he's ordered, and he's pretty good at it too. He also likes tea.
Powers: LAZER VISION FROM ONE EYE
Weaknesses: One push and he just topples over and stuff.

Name: ???
Species: Toa of Plantlife
Appearance: A red and silver Toa, clad only in fur.
Personality: Charming, playful, and has little regrets to the fact that she's able to use her natural body to her advantage.
Powers: Plantlife elemental, unknown kanohi.
Weaknesses: Fire

Name: Dastana Harume
Species: Dasaka Menti
Personality: A keen detective, Harume is known for her logical actions, methodical thoughts, and logical methodical personality.
Powers: Soulsword (Undemonstrated), unknown Kanohi.
Job: The Only Detective on Kentoku.
Weaknesses: While has some warrior training, her strong suit is not in combat.
History: Dastana Harume learned once she began Menti training that she wasn't suitable for a warrior's life. Her mind was that of a tactician, and body unsuited to combat. Due to her lower birth status, she was denied being a tactician, so she requested that she be released from warrior duties so that she could become a detective.

Or something like that.
Appearance: She's blue and she wears clothes in her clan colours. And Sandals. She has this weird obsession with sandals, like they were forged by Zuto-Nui or something.

Name: Valmont
Species: Vortixx
Gender: Male
Personality: A tinkerer at heart, Valmont is known for two things. Making things for money, and his tendency to enjoy making big explosions. He has a good soul, but he's made business deals with shady individuals in the past... Deals that are coming back to bite him, as he's running out of money. Very humble, almost to the point of having little (if any) self confidence.
Job: Mechanic, Inventor
Weapory: The Mata Nui version of a grenade launcher, the ammunition for such a weapon has been compiled to make explosions that if needed, could take down smaller buildings if he could ever learn how to aim properly. He also carries a personal cloaking field, which operates under a solar charged battery. It only works when he isn't moving, moving about causes the field to begin to wear off.
Weaknesses: His field eats battery quickly, and can't be recharged at night. His launcher only has limited ammo at any given time. Other than that, he is a slightly weaker-than-average Vortixx.
History: He does stuff for people, all over the place. He enjoys selling copies of whatever he builds.
Appearance: A black Vortixx, standing just a bit shorter than the average Toa. Often wears comfortable yet serviceable dull grey/black clothing with a blue trim. Likes suits.

Name: koura
Appearance: a slightly-grumpy looking ta-matoran with a preference for wearing armor beneath his jacket.
Weaponry: a sword of ta-Koran make, inherited from his father.
Personality: while a solid writer and engineer, koura has a passion to follow in his father's footsteps of becoming a member of the ta-koro guard. His brash, jokester-y and somewhat morbid behavior is often a mask that hides self-doubt, disillusionment with his identity, and possibly an anxiety disorder. After all, koura is literally 15 years old.
History: his father was a member of the ta-koro guard, and his mother was a weaver. His mother died giving birth to him, and his father was murdered by rahkshi during the Maru's final battle. With no parents left, and no knowledge of how to survive on his lonesome, koura seeks to join the ta-koro guard to follow in his fathers footsteps.
Weakness: is a matoran who has barely begun to enter adulthood. No martial training, combat or otherwise.

Name: Nerix
Sex: Male
Gender: Female
Appearance: A lean, feminine-looking Vortixx. Black & purple armor. Has a satchel of stuff. Carries a ###### sword about.
Personality: A mostly-unflappable muggle who keeps a shipping [s[diary[/s] journal of everyone she's ever met. Really likes shipping and cheap romance novels. A relatively good soul.
History: Nerix did stuff and decided he was going to be a she.
Weaknesses: While physically fit, Nerix has no powers, no special tools, and no special abilities. Is a muggle.

Name: RiversongGender: FemaleSpecies: ToaElement: WaterKanohi: Great Mask of Healing shaped like a KirilAlignment: Lawful GoodWeaknesses: She lacks the stamina needed for long battles, and suffers from chronic stress issues.Description:http://www.brickshel...g/riversong.png (is going to be updated later)Weapon: A long-bladed dagger.Personality: Riversong tends to isolate herself from others, and tends to speak in a slightly muted tone. Although she will (in most cases) carry on a conversation if spoken to directly, Riversong prefers to listen rather than speak. However, she is willing to help those in need (especially if they’re injured) despite the fact that she's less proficient with her mask power than she'd like to be. At times, she suffers from bouts of guilt and paranoia brought on by some of her past actions; Riversong is still trying to come to terms with what transpired, but refuses to speak about it. She has found that she fits in fairly well at Ko-Koro, but does not harbor any ill will against the other villages, seeing no reason to dislike them.Biography: Riversong currently lives in Ko-Koro, with a part-time job at a local hospital serving as her primary source of income. She is soft-spoken and prefers quieter areas as opposed to the noise and bustle of the heart of the Koro. Although she has been referred to as an "unlikeable loner" in the past, Riversong really is just trying to come to terms with some of her own feelings. Physically, Riversong often appears to be vulnerable when, in fact, she is actually quite ready to defend herself – a side effect of her slight paranoia. Her offensive skills are not as strong, as she makes a point of trying not to pick a fight. Others sometimes regard her as odd, but Riversong just simply doesn't care.Status: Living in Ko-Koro.

Name: Hasil
Species: Toa
Gender: Male
Appearance: Hasil is a tall Toa, nearly a head taller than most, with bronzen skin rather unlike those of most Toa of Air. However, he keeps himself covered in black robes most of the time, with headcloth and veil, such that his face cannot normally be seen. On the underside of those robes are sown lamellar scales, as protective armour. As well, while he rarely shows his face, Hasil is a rather attractive Toa.
Kanohi: Hau
Powers: Hasil is a Toa of Air, so he has the usual range of powers, though he does not often practice them.[/background]Weapons: An O-katana, an O-wakizashi (both constructed rather strongly, and able to be used as other than just weapons); two protosteel kunai (also used for eating, or tying to the weighted chords to use them as bladed whips); a set of weighted chords; and a disk launcher. Also, a Nui-Rama named Saran.Weakness: Hasil is not one for mass, group-fighting, preferring instead one-on-one duels; as well, he hasn't much practice with his element.

Name: Irard Faelan

Species and Gender: Male VortixxAppearance: Tall and thin, Irard Faelan has a wiry and lithe build, with a strength that isn't belied by his size and a natural dexterity and alacrity that come as easily to him as breathing. His eyes are a dark green colour, set in an attractive face, while his skin is primarily a light grey colour and his naturally occuring armour a simple ebony.

His clothing is a relatively simple affair, and is the clothing that might be expected of the average renaissance swashbuckler. A fine linen undershirt, breeches, simple shoes, a tunic belted at the waist that goes over both (mid-thigh length, split in the middle in case he finds himself with a mount to ride), and a cloak over that. He doesn't, however, sport a hat to wear. He detests hats.Weapons, Possessions, and Technology: Irard has relatively light armour, his clothing (primarily his cloak, though his casual wear too) having very fine and strong chainmail sewn between the layers of cloth (or just on the inner side of it, if it isn't multilayered cloth, such as his tunic), while he does have a leather vest with metallic scales sewn to it that he can wear over his tunic.

He has a backpack in which he keeps enough simple food to last him to the next village if he has to travel by foot, as well as some waterskins (one at least is always full) and his money, and a fresh change of clothing.

Lastly, his weapons and his technology (approved by Nuju Metru):

Plasma-edged Side Sword: Hilt Detail The Plasma-edged Side Sword is a fairly typical side sword in its unactivated appearance, except for it's lacking of an edge. The ricasso and central spine of the blade are there, with a small point further up the blade, enabling it to be used as a weapon (somewhat) even unactivated; however, when activated, where the edges and point should be on a normal blade, superheated, glowing plasma forms the edges and point (being emitted from small channels in the unactivated spine of the blade), bound to the spine of the blade by a magnetic field that prevents it from dissipating. This plasma is hot enough to slice through flesh like hot butter, though tougher armour and other weapons are still able to resist it for a time - lengthy blade locks are not recommended against this, however.

Plasma Bolt Self Defence/Duelling Pistol: This small pistol is relatively utilitarian in design, with no specific elegance attributed to it (unlike the sword) and without any bells and whistles attached. It has simple sights, and is small enough and has little enough recoil to be used easily one-handed without worry for loss of accuracy.

This pistol fires small bolts of superheated plasma, which can cause grievous damage to flesh and are capable of punching through lighter armour with just one or a couple shots (while heavier armours will require more consecutive shots). It has a capacity of five rounds at a time, with a maximum capable firing rate of two rounds per second, or one hundred twenty rounds per minute. Once the capacity is expended, the pistol expels excess heat and recharges the shots over the course of five seconds. However, if the round capacity isn't fully expended, the pistol will not recharge the shots until two minutes have passed, or until the user manually restarts the recharge cycle (which isn't particularly feasible in battle).Weaknesses: Being a Vortixx, Irard has neither elemental powers nor mask powers to use in battle, and his strength is really only average. He's not exceptional in any of those respects. As well, he wears relatively light armour in battle, and a strong enough blow will definitely pierce through it.

Name: Jaaku
Species and Gender: Male Toa of Magnetism
Power(s): All powers granted by being a Toa of Magnetism, X-Ray Vision.
Appearance: Jaaku is a tall Toa, with prodigious strength and a commanding presence, though rather average in terms of general appearance; however, his armour, with parts a gleaming amber and parts a dark grey is a masterpiece of work, made of small, interlocking plates. After that, his Kanohi Akaku is in the shape of a Huna.
Weapons and Kanohi: Jaaku wields a Kanohi Akaku, shaped like a Huna; however, each eyehole has hidden lenses to aid in any visual modification; the right, magnification of objects near, the left, the magnification of objects far; i.e., it works like a telescope, and has a small cross-shaped reticle, made of thin thread, formed inside the glass. This hidden system is made possible by the use of sliding rails holding the lenses within the face-side portion of the mask, allowing Jaaku to manipulate them at will. However, due to modifications necessary to the mask itself, Jaaku’s mask is thinner, and therefore weaker, than others; a good hit right on the nose and it could crack, a couple more, and it could shatter.Jaaku’s main weapon is a longbow made of yew, with a quiver holding somewhere around fifty arrows to go with it; however, he has been testing a new weapon he built, basically a long board with a trough cut in it, a slingshot at one end, and a stock and grip at the other, made to fire any metallic projectile to be found, be it a crossbow bolt, a miniature cannonball, a knife, some unlucky Toa’s foot, you name it.
As well, Jaaku owns an iStone, in order to help with his inventing.
Weaknesses: Jaaku has only defensive skill in close combat, and his mask, being thinner than most, is easier than most to break.

Name: Ahren

Species and Gender: Male Toa of Crystal

Powers: Elemental control over Crystals of various types; Ahren is able to create, control, and absorb numerous different types of crystals, using them in various applications. As well, with his mask, he has the power to perform at the very peak of his physical abilites when it is active, giving him seemingly superhuman ability, though nowhere near surpassing a mask dedicated to one facet (such as a Pakari or Kakama).

Appearance: Ahren is slightly on the taller end for Toa, though he doesn't tower over a crowd. He's neither particularly muscular nor particularly thin, with a relatively average build and distribution of muscle. He may have been considered handsome in his youth, though by now his age shows on in the lines on his face and the scars in his skin and his armour. His eyes are a piercing blue, and his skin is pale. His armour is the colour of slate.

Weapons, Possessions, and Kanohi: Ahren has many weapons that he owns, most of which he gained from defeated enemies in battles in his youth. His favoured weapon is a hand-and-a-half sword with a crystalline blade that is as resilient as protosteel, that he has had since his youth. The primary portion of the hilt is only one hand long, should the weapon be used one-handed, with an extra-long protosteel pommel providing the remaining length of the grip, flared at the base to prevent the hand from coming off it. The quillons are protosteel as well, with a ring on the outside (right-hand) side of the guard to further protect Ahren's hand in battle. The blade is thirty eight inches long, translucent with a slight silvery-white tint, and leaf-shaped. It is normally stored in a metal-lined leather sheathe, attached to a baldric/sword belt (it wraps around both his shoulder and his waist). He also carries a dagger of similar make to the sword, though the guard lacks a ring and the pommel is not nearly so long on the dagger.

The other weapons he has, most gained from previous battles, are: an arming sword with ring pommel, simple guard and thirty inch blade, bronzen steel with leather sheathe; a broad-bladed spear, gifted to him; a simple axe, with head of iron and bit of steel; a maul with a steel head and a four foot haft, totalling four feet and four inches in total length, gifted to him; a flanged mace made of steel, single-handed; a single-handed warhammer, with complex head comprising of hammer, hook, and spike; and a lance, counter-weighted at the back end and with a thin point to the protosteel head made to punch through or pry apart armour, bought and often replaced, though the head and counterweight he has kept since he got his first lance.

His armour is a relatively simple affair, comprised mainly of a mail hauberk (with overlapping scales attached to the lower portion, forming a protective skirt), a simple cuirass, padded demi-greaves strapped with leather, boiled leather cuisses, sabatons, spaulders, vambraces, padded boiled leather rerebraces beneath the sleeves of the hauberk, couters, and articulated demiguantlets, his fingers left bare, and a Vendel helm, though without any pressed foil decoration, and with a mail aventail. He also has a teardrop-shaped kite shield, iron-rimmed and with a large boss in the center.

For possessions, he has a tame Kikanalo that he rides when in battle, though he also has a pair of Vako - the slightly smaller cousins of the Kikanalo - that pull a small wagon for him. He normally rides in the wagon with his Kikanalo in the lead of it, and the wagon holds his extra weapons, his tent, his cookware and his provisions of food.

His mask is a Calix, though it is shaped primarily like a noble Hau.

Weaknesses: Ahren is very honour driven, and compassionate; if an enemy seems to have yielded, he will allow them to yield, and trust them not to engage in any treachery against him, and he will often refuse to kill a foe he deems honourable in either cause or action, no matter how just the killing may be. As well, he is very proud, and insulting him can often be a good way to make him angry - although this could just as easily prove a strength as a weakness.

Name: Edubard a Briuis
Species and Gender: Male Toa of Air
Power(s): Edubard has the basic powers any Toa of Air has. Small cyclones, using the wind to blow things around, vacuum sealing small packages, the works. However, he puts less focus on his powers than others; as such, he has little skill with using them. Having an Arthron, he also has the ability to utilize sonar at all times.
Appearance: Edubard is a tall Toa, with an almost regal appearance. His armour, silver in hue, was expertly crafted to both accentuate his appearance and protect it, though it lacks the flashy appearance that some might expect from such things. However, he has allowed one small amount of vanity to creep in, decorating his armour with various etchings.
Aside from his armour, Edubard is, while possessed of a rather muscular disposition, rather average in his looks; he’s no show-stopping prettyboy, nor does he want to be one. Rather, he wears every scar he’s gained both as a matter of pride and a remembrance of mistakes he’s made before.
His mask, while in power an Arthron, is in appearance a Hau, dark green with silvery accents. His eyes are light blue.Weapons and Kanohi: Edubard’s preferred weapon is a basket-hilted claymore, or claybeg, that being his preferred simply because it is what he first learned to use. However, he is fully capable of using any broadsword, longsword, or greatsword - he just prefers to stick to his claymore.For a Kanohi, Edubard wears a Hau-shaped Arthron.
Weaknesses: Edubard’s focus on honourable, and non-lethal (if ever it is possible) fighting leaves him open to enemies who both fight dirty and are willing to kill to win; as well, anybody who knows of his past failures in duelling can easily drive him into a rage if they taunt him with them.

Name: GrochiSpecies and Gender: Male Toa of Plasma
Powers: Grochi has the usual powers for a Toa of Plasma - essentially, the ability to control that superheated ionized gas that generally does rather well to cause damage to physical objects...or can leave organic beings suffering from radiation poisoning, if you know what you're doing.
Appearance: Though he still manages to stand tall these days, Grochi is getting old - he has been, for a while - and it shows in the way he carries himself, as though he's simply getting weary of all that life continues to present to him. Still, he holds himself as a proud man, and when he sees fit to do so, he can present a presence that is hard to ignore, visually. Though in the realm of the purely cosmetic, Grochi has a rather simple set of armour, coloured in forest green with white accents, pitted and scarred through the years of action he's seen.Weapons, Equipment, and Kanohi: Grochi's main weapon is a simple rapier, though anymore he's been using a rather tall cane - purely a fashion accessory, don't let anybody tell you different (it certainly isn't there because he needs it) - as both self defense tool and general tool. To go with the rapier, he also has both a buckler and a main gauche dagger (neither of which he carries often, leaving them at his home), and a cloak that he also wears when he's cold. As well, at his home, he has a larger, heavier sword similar to the (real-world) British Officer's Pattern 1796 Heavy Cavalry Undress Sword, with a stiff, heavy, straight, single-edged blade (with hatchet point), and a rather heavy bowl guard. Rather unsuitable for delicate swordsmanship, very suitable for bashing through an enemy. And their defences. Other than that, he has his home in Ta-Wahi, near Ta-Koro, his widgets, a large Ussal (to ride on/help carry his things), and his Kanohi Kualsi.Weaknesses: Grochi certainly isn't as fast, strong, or flexible as he used to be - while it doesn't particularly get in the way of him performing his duty as a protector of Ta-Koro at the moment, it can prove a possible liability, at times. As well, he isn't known to get on well with all of Ta-Koro's guards...and aggravating them might not always be the best idea.

Name: UnariSpecies and Gender: Male Toa of Air.
Power(s): The usual powers for a Toa of Air, though he doesn't use them - except, possibly, to blow smoke out of his bar.
Appearance: Unari is a rather average-sized Toa of Air, at least in height - the rest of his body is considerably thicker, though whether that's fat or muscle, nobody can tell you - except, perhaps, those he has thrown out of his bar. His armour is rather average, and he's more likely to wear loose fitting clothing than anything else. He's black and green in colouration.
Weapons, Equipment, and Kanohi: Discounting his home, bar, and Inn, the Bright-Star Inn, and everything in it, Unari doesn't keep particularly many possessions on his person. Most everything he needs for brewing he keeps in the Bright-Star, as well as most of his money, kept in a special safe - though he always keeps some of it on his person. His Kanohi is a black Kanohi Pakari, shaped like a Hau - not that he particularly needs to use it - and his weapon is an ironwood staff, with a straight bladed backsword inside.
Weaknesses: Unari isn't, at heart, a violent person - and while he's more than able to be a bouncer for his bar, he isn't particularly fond of the job, and unless things are degenerating quickly, he won't try particularly hard to hurt somebody, only to scare them. As well, don't. Ever. Harm. His. Inn. Or break into it, for that matter. Call it a berserk button if you will, but just remember not to push it or you'll find that he missed his target completely and actually threw you off the platform.

Name: Inazuma Tetsu
Species and Gender: Female Dasaka Menti
Power(s): Tetsu specializes in the Mindarm discipline of Menti powers, and with practice she has developed great skill with her telekinetic abilities, both in and out of combat. She also is proficient in the standard Ideatalk discipline, enabling her to communicate telepathically with others around her. Lastly, her Kanohi power is that of Levitation.
Appearance: Tetsu is of average height for a Dasaka, and has a wiry, strong build, belying both her strength and her endurance. While she does have the usual set of crystal armour possessed by most Dasaka, Tetsu is more commonly seen wearing a simple robe, patterned more similarly to what a male would wear than a female such as herself, saving the wearing of the heavier armour - rather than her natural armour and some clothing - for battles. Her Miru is shaped like a Hau, and her body is primarily coloured light blue with purple accents. She has been acknowledged to be attractive, although little comes of it, due to her lack of focus in romantic endeavours.
Weapons, Possessions, and Kanohi: Tetsu has the usual set of crystalline armour possessed by most Dasaka, as well as regular clothing. She also has a backpack in which she carries her armour and her other meager possessions (mainly cooking and eating utensils, some paper, a brush and ink, an extra robe, and personal hygiene supplies). Her primary weapon is a crystalline sword, with a blade that is thicker than most, made to easily cut another warrior in half from shoulder to hip with the right strike - even in armour. However, the blade is, also, almost completely straight - it is very slightly curved, almost imperceptibly. Underneath the hilt, the tang of the blade has a signature carved in it from its maker, and it has a high quality scabbard that Tetsu normally wears (blade in it, of course) thrust through the belt of her robe. The blade does, however, have one small difference from the average - what little guard there is is only there to stop Tetsu from slipping her fingers up onto the blade, and otherwise offers no defensive aid. She also has another blade, made the same as the first, except it is smaller - the little sister to her larger blade. The smaller one, as well, has a larger guard on it, one that actually does have defensive advantages, although it doesn't quite fit with Tetsu's normal fighting style. Her Kanohi is a Hau-shaped Miru.Weaknesses: Despite the endurance training Tetsu has undergone to mitigate the weakness of being a Mindarm, she can still tire herself quite easily in combat if she isn't careful. As well, her main sword has almost no guard, and what guard it does have would be useless to try and protect against an enemy's blade, so Tetsu primarily has a combat strategy of "attack, attack, attack!", with little defense.

Name: Svero
Species and Gender: Male Toa of Plantlife
Power(s): The usual. Create plants, increase their growh, sap energy out of them and kill them to help himself (something he isn't particularly fond of)...the usual.
Appearance: Svero is of average height for most Toa, his armour of rather average style as well, a sort of laminar affair. He's got a forest green sort of colouration overall, though his mask and some parts of his armour are more of a burnished bronze. While he isn't overly bulky, he's muscular; and while he isn't the best looking Toa around, he is by no means ugly. He always keeps a baldric on him, with his spada da lato; as well, he always wears a satchel, with his canteen and various other items within. On the sheathe of his sword, the ricasso of his sword, and on his satchel is the Ta-Koro guard insignia. He can walk just fine, though normally he leans on his special staff.Weapons and Kanohi: Svero's main weapon, as he was told when he joined the Ta-Koro guard to learn, is the spadadalato; it is a different weapon than can be found among most of the island's warriors...but it is more than strong enough to fight with them. As well, he has an ironwood staff - both made of ironwood, and with a core of actual iron. He normally uses it to walk with, but he is adept at using it to fight with. His Kanohi is a Kualsi-shaped Calix, though he never much uses it.
Weaknesses: Svero, being a Toa of Plantlife, rather requires water; and being in Ta-Wahi, he needs a lot of it, rather often, and can dehydrate easily. As well, very cold environments affect him pretty much the same as very hot ones.

Name: Eutuchia
Species and Gender: Male Matoran of Jungle
Power(s): As a Matoran of Plantlife, Eutuchia has no actual powers; however, he does have latent effects, such as a penchant for gardening, or just an affinity towards helping all things living.Appearance: Eutuchia is nothing short of handsome. With carefully shaped mask and armour to emphasis his carefully sculpted body, with leaf- and vine-shaped armour plates covering vital spots on his body, though leaving his dextrous hands and leanly muscled lower arms free, one can easily imagine how the rest of his body must look; and the pleasing combination of colours, ranging from forest green to a deep teal, almost seem to make one think of a small, shady clearing in a Le-Wahi forest, a calm place amidst the storm of life. However, most important are his eyes; with a gentle almond shape, and of a deep blue colour, like two mountain springs, they are extremely emotive, and at the same time extremely perceptive.
Weapons and Kanohi: Eutuchia’s only weapons are a small knife and his voice. The first, able to cause physical wounds; the other powerful enough to weave you into some sort of spell, causing many to hang on his every word. He’s spent a long time training his voice to reach that sort of ability, to try to make his singing, his speech, nearly hypnotic, if he needs it to be. His Kanohi is a simple powerless Ruru.Weaknesses: Due to his small size, he isn’t the best match against some larger beings; however, he isn’t a fighter as it is. As well, his instruments and tools are worth as much to him as his own life, and he is loth to allow one of them to get damaged. After that, his lower arms and hands are rather free of protective armour.

Name: Beosach
Species and Gender: Male Po-Matoran
Power(s): No evident powers, but Beosach, as a Po-Matoran, has the greatest natural strength of all other types of Matoran, nearly able to compete with a Toa of Air in terms of baseline strength.
Appearance: Beosach is a stocky Matoran of average height, with green eyes against his brown armour. His armour, while form-fitting, seems outwardly to look as though it was carved from rock, with distinctly angular features, all in shades of sandy tan and rocky brown.Weapons, Equpiment, and Kanohi: Beosach’s weapon is a lochaber axe, only slightly shorter than he is tall; the hook on the back end of the blade actually is part of the blade on his axe, sharpened on the inside like a sickle, to make it more dangerous than it already was. As a weaponsmith he has all necessary tools in his forge, though he keeps a rock hammer and chisel with him for any stonecarving or gemwork.
Beosach’s Kanohi is a powerless Hau-shaped Pakari, in tan, which is the primary armour colour of his.
Weaknesses: As a Matoran, Beosach has no ability to use the powers of his element, and, while stronger than most Matoran, he is weaker than most Toa; also, he sets greater store in protecting others than himself, which not only leaves him vulnerable in combat if a friend is nearby, it leads to him getting into fights in attempts to protect others.

Name: Karnakie
Species and Gender: Male Kaiakan
Power(s): After exposure to Antidermis, Karnakie gained the power to project himself onto the mental plane, similar to how an Iden user might project their spirit out into the world, separate from their body. When Karnakie is projecting, he is, essentially, separate from his body. He also has the ability to implant himself within another's mind, either communicating with them that way or attacking them.

He can communicate with another mind in a manner similar to telepathy, though he doesn't automatically have to make himself known. He can, if he chooses, choose to hide himself from the other mind's perceptions, giving suggestions and playing at being a consciousness. Of course, the person whose mind is being suggested to can ignore those suggestions, just as they might ignore their own consciousness.

The other, far more aggressive ability he was given, is the ability to attack somebody's consciousness directly. By striking at the very building blocks of a person's personality, Karnakie can essentially induce insanity into his target. However, this also makes his presence completely known, allowing the target to fight back mentally to protect themselves.

However, this new power of Karnakie's comes with a cost. The more he projects himself, the more familiar he becomes with using his power, the less ability he has to fully reconnect with his own physical body, and the less comfortable he feels when a part of the physical world - driving him to wish to project himself again, to return to the mental plane, until such a time comes that he is unable to return within his body and act within the physical world every again - though he might still experience the physical world and know what is going on, by embedding himself for a time within another mind and observing the sensory input that the mind receives.Appearance and Traits: A tall, thick-boned, thickly muscled, and thick-skinned Kaiakan, Karnakie is a prime example of the Kaiakan race - one might even say the holotype, for those living on Mata-Nui. Broad-shouldered, with a thick neck and a slightly attractive face, Karnakie's maroon armour is covered with the marks of battles fought and won - scratches here and there, every so often a large scar cut in, though all those are only superficial. He has yet to fight any that could seriously wound him or even what he wears. Beneath the armour, his musculature is well defined, his skin appearing almost to have been chiseled from dark gray Purbeck Marble, feeling smooth, yet almost leathery to the touch - a natural armour. His eyes are a deep, dark blue - slightly at odds with his armour - and his voice is a (normally) deep baritone (though with a range from low tenor to a rumbling basso profondo), rich in its tonal quality with an almost hypnotizing allure, silky when he wishes it to be, always speaking with a light burr.

After utilizing antidermis upon himself, Karnakie's appearance has changed. His armour, formerly maroon and appearing heavily used, is now black and grey, and appears to be new again, and his skin is now ashen in colour.
Weapons and Kanohi: Karnakie wears no Kanohi - he doesn't need one, nor can he really use one. Besides, he views them simply as a crutch - a true warrior shouldn't need such a thing.

As for his weaponry, Karnakie is well trained in the usage of two main weapons: the longsword, a rather well-liked weapon in his homeland, and the lochaber axe - a large polearm, and for one as large as a Kaiakan, equally suitable for use mounted as dismounted. With its long blade that comes to a sharp point nearly ten inches out from where the end of the haft is, Karnakie can use it as a quite effective stabbing weapon should he need to - especially if he needs a lance. The lochaber, with the sharpened point and with its large butt spike, functions rather well in that capacity. His longsword, meanwhile, is more of a hand-and-a-half sword for him - though it could easily function as a two-handed sword for a Toa.
Weaknesses: Being unable to use Kanohi, lacking in elemental powers, lacking in vision powers, and lacking in technological prowess, Karnakie - like other Kaiakan - is at a disadvantage, compared to most other beings on the island. As well, he is not a particularly stealthy individual, most of the time - he considers it far nobler to meet your enemy head-on in honourable battle; leave the slinking about in the shadows, the covert killing, all of that to the mercenaries and assassins you might hire.

Name: PraggosSpecies and Gender: Male Toa of Ice
Kanohi: Hau-shaped Mask of Healing
Appearance: Praggos is of rather average height for most Toa, perhaps even a little shorter than usual. He doesn't wear particularly much armour, preferring cloth over metal, though he has enough to protect himself; and on his upper right arm, one can almost trace out the vestiges of the mark he used to carry. Generally rather well dressed and clean cut, Praggos isn't particularly unattractive, though he's nowhere near that of some other Toa on the island.
Powers: Praggos has the usual powers of a Toa of Ice, though refined to an exquisite control. He can do what is usual - make blocks of ice, cause snow to fall, freeze an opponent outwardly, or he can do other, more fine things: he can chill a small object to almost supercooled temperatures, given time, or freeze an opponent's fluid within their bodies, or other such things, though these require quite a bit of energy, concentration, and time.Weapons and Equipment: Praggos has, for quite a long time, been trying to find a good weapon for his use. He's tried swords, staves, spears, hammers, axes, almost anything you can think of that he might use, though now he contents himself with a simple protosteel quarterstaff, and an arming sword. Other than that, he has a satchel that he carries various medical supplies in, as well as his widgets, and perhaps a few other small possessions - though he keeps most things medical supplies and such in his hut in Le-Koro. A large, four room hut - living area, working area, sleeping area, and wine cellar. He has a large collection of wines, as well.Weaknesses: Praggos has devoted himself to attempt to save and preserve life more than he might take it, and unless things are horribly wrong, he will always strike to disable an opponent, not to kill. As well, he's still somewhat ashamed of what he did as a Mark Bearer, and bringing that up enough is a surefire way to either make him angry, or just make him withdraw himself from the world for a time.

Name: XicutaSpecies and Gender: Parakuka, no gender (masculine personality)
Power(s): Xicuta, as a Parakuka, has the ability to latch onto a being and use them as a host, while slowly draining power away from them as it feeds, as well as tapping into their own nervous system and sensing the outside world along with its host. As well, Xicuta can, momentarily, power up its host, although this generally leaves it and the host (currently, Kixin) exhausted later, and can prove dangerous.
Appearance: Xicuta is an old and large Parakuka, perfectly sized for the large being its latched onto. Its body is covered in hard, chitinous plates - a sort of natural armour - and can often be seen pulsing rhythmically, like a heart beating, upon Kixin’s back. When especially distressed, a sort of natural lubricant - likely derived from the hemolymph within Xicuta’s body - can be seen to be oozing out from between the chitinous plates, though this normally doesn’t happen. When transformed, Xicuta’s chitinous plates lengthen and form spines similar to those on the backs of Rahkshi, making Kixin look far more ferocious than he actually is (or, at least, than Xicuta thinks he is).Weaknesses: Xicuta has no ability to actively protect itself, which means it has to rely on Kixin for nearly everything - and should it be forcibly separated from Kixin, not of its own will, they’ll both die. Should it be killed while Kixin lives, Kixin will still die. Should the transformation be held too long, Kixin and Xicuta will run out of energy and both die. All in all, Xicuta’s weaknesses relate to how it can’t protect itself and how if it dies, Kixin dies, if Kixin dies, it dies. Not fun for either of them.

Name: NariaSpecies and Gender: Female Matoran of Water.
Power(s): While Naria has no actual powers, she has a rather large lung capacity, as well as a penchant towards healing.
Appearance: Slightly taller than the average Matoran, Naria’s form-fitting armour is composed of varying shades on the darker spectrum of the colour blue. Her armour is light, and does little to restrict her movement, though still offering a modicum of protection. She’s a bit thinner than other Ga-Matoran, and possesses a natural grace and attractiveness, with dark green eyes - however, she does have a small series of scars along one arm, looking almost like bite wounds.Weapons, Equipment, and Kanohi: Naria’s only actual weapon is a small diving knife, with a blade just long enough to reach a Skakdi’s heart and no longer, though she also has a kolhii stick she carries with her. She keeps various bandages and herbs in her pack, in case somebody gets hurt and there’s no actual healer around, and her Kanohi is a semi-translucent Kaukau.Weaknesses: Naria doesn’t possess as great a strength as other Matoran, and can’t use any active powers; however, her real weakness has to do with the fact that she has a nearly irrational fear of any feral Rahi, as well as getting somewhat nervous when alone or lost.

Name: MarfoirSpecies and Gender: Male VortixxAppearance: Tall and wiry, with dark coloured, light armour, fashioned in such a way to allow him a maximum range of motion and agility at the expense of some protection. He isn't unattractive for a Vortixx, although he isn't the most attractive by any means. He is missing a finger, and he does have quite a few scars around his body.Weapons and Equipment: Magnetic Accelerator Rifle - Marfoir's primary weapon, the magnetic accelerator rifle operates on principles similar to a coilgun, using electromagnetism generated via special construction of its barrel to send ferrous, armour-piercing projectiles (generally made of protosteel) flying down range at super-sonic speed to tear apart his opponents. It has a five round magazine, is operated via bolt action, and is slow to reload, as it has to have each shot individually loaded and the power source of the weapon has to recharge. It is also possessed of a scope, and is used generally as a sniper / designated marksman's rifle, although Marfoir can use it at closer ranges if needed. (Approved a long time ago by Nuju Metru.)

His other weapon is a falcata titled Reverie, which is in most respects a normal falcata, except that the blade is coated in a hallucinogenic poison, released into the wounds it causes; the poison goes into effect in about a minute, initially causing mild nausea and uncertainty of vision, which develops into vertigo and hallucinations if left untreated for extended periods of time. (Vault tech, pre-approved, given by Darkon [L'Etranger now].)Weaknesses: Marfoir isn't the best melee fighter, preferring to stay stealthy and far down range from those he's fighting, and can quickly be overpowered should the fight come close - although his recent acquiring of a drugged falcata from Hakann has made things easier.

Name: Ilyin Brokenwrist
Species and Gender: Male Fe-Matoran
Powers: As a Fe-Matoran, Ilyin has slightly greater strength than the average Matoran, coupled with increased endurance compared to the average Matoran.
Appearance: Ilyin "Brokenwrist" is a tall Matoran, although nowhere near being as tall as a Toa - at the most he comes up to about elbow to mid-upper-arm height, depending on the height of the Toa in question. Quite odd for all Matoran, from underneath his mask - and growing through the cheeks of it, as well as over his upper lip and under his lower lip as well as across and under his chin - Ilyin grows a beard. His metallic 'skin' is a pale colour like unto electrum in hue, and his beard has the colour and sheen of bronze. His natural armour seems heavier than the average, and in contrast to the warm colours of his skin, is a cold and unforgiving iron. His mask is powerless and is shaped like a Hau. Over it he wears a helmet similar to a crestless Corinthian styled helmet, although it is more close-fitting and shaped than an actual Corinthian helmet, and has a more open face.
Abilities and skills: Ilyin is a very proficient fighter, having had many ages to hone his usage of his axe and shield in combat. As well, he is a good smith of weapons and of armour, as well as a hard-working miner, although he doesn't do that much. And, lastly, more of an odd quirk than an ability, Ilyin's effectiveness in battle seems to correspond to the length and fullness of his beard, and he is very skilled at protecting his beard - most likely he considers it a sign of his masculinity and only fights as well as possible when feeling as manly as possible.
Weapons, Equipment, and Kanohi: Ilyin's primary weapon is a trusty and large bearded axe, with the head fashioned in such a way that the beard can be used to pull down an opponent's shield or other weapon, and a small dagger-point in line with the haft for stabbing. On the back of the head is a spike used for more stabbing or for pulling down enemies (mounted or just simply taller). The haft is of a length enabling it to be used either one or two handed if needed, depending on what Ilyin needs to do. He also has a small round shield that he can use in battle, protecting both himself and the person next to him if needed, fashioned mainly of wood, but covered over with a layer of iron and with a large boss in the center.

For equipment, he has many items of use in smithing and mining, such as a hammer, a small anvil, the tools and bricks and such necessary to create a small forge, a pickaxe, and many other things besides, all layed out in a dedicated kit and carried in a cart. For the purposes of carrying that cart as well as himself, Ilyin also has an Ussal crab named Veyu.

His Kanohi is a powerless Hau.
Weaknesses: Ilyin is just a Matoran, and as such lacks any directly usable powers, either of masks or of elements or of the technology that Vortixx and Skakdi use, putting him at a disadvantage compared to those beings. As well, he is smaller, which can be a weakness or an advantage, depending on who he is fighting.

Appearance: Matan is a green and brown Skakdi, taller than is average for his species. His eyes are blue. He carries and blue sword with a hook-shaped bend near its point, and a multi-shot zamor launcher for defense. Otherwise, he looks like the stereotypical Skakdi. His spine is shaped similarly to Thok's.

Personality and History: An engineer/inventor by trade, he came to the island of Mata Nui with his brother Natan. The two are close enough to be twins, and work together well. If apart, however, neither functions well. Matan generally speaks for the pair because he has greater control over his temper than most Skakdi. In fact, he is outgoing and friendly by the standards of his race. Matan prefers to be out and about, rather than staying in one place, and preferably near the plantlife that is his element.

2011/12 Arc Actions: Matan has now set up a business in Le-Koro along with Natan. They create and repair all types of armour and weapons, as well as making machinery.They joined the Cultured Gentry.Following the Rahkshi attack on Le-Koro, Matan and Natan collected a large amount of disused Rahkshi armour and have been incorporating it into a range of designs because of its renowned strength and durability.

Weapons: Zamor launcher with spheres that cause the target to grow many times its normal size, Hook-ended sword. His zamors can cause a target to grow to many times its normal size, or shrink them back down.

Weakness(es): Both Matan and his brother possess the basic combat skills necessary for any Skakdi to survive on Zakaz. However, they are not dedicated warriors and, recognizing this, will avoid a fight where possible (not that this is saying much for a pair of Skakdi!). In particular, they are weak in close combat with their weapons. Both are only averagely good shots with a zamor launcher. The brothers' attachment to each other can also be a weakness, prompting them to make bad choices in battle if they think the other one could be in danger.

Name: NatanSpecies: SkakdiGender: MaleElement: IronVision Power: X-Ray visionGroup: Cultured GentryAppearance: Natan is a dark grey Skakdi with red accents, shorter and stouter than is average for his species. His club is quite ornate, carved with eyes and snarling faces. He did the engraving himself between other projects. His spine and head-cover-thing are similar in shape to Reidak's.

Personality and History: An engineer/inventor/weaponsmith by trade, he came to the island of Mata Nui with his brother Matan. The two are close enough to be twins, and work together well. If apart, however, neither functions well. Natan is less outgoing than his brother, and is less trusting of new acquaintances. He is happiest while tinkering with some machine, and is skilled in fixing things. He is never found without his tools, even taking them with him on adventures in an especially designed backpack.2011/12 Arc Actions: Natan has now set up a business in Le-Koro along with Matan. They create and repair all types of armour and weapons, as well as making machinery. They joined the Cultured Gentry.Following the Rahkshi attack on Le-Koro, Matan and Natan collected a large amount of disused Rahkshi armour and have been incorporating it into a range of designs because of its renowned strength and durability.

Weapons: Zamor launcher with a shield attached and a large iron club. His zamor spheres can weaken a target, similar to kanoka used on Metru-nui. He has put a lot of effort and craftsman ship into his club, covering it with intricate engravings of wild rahi, all running together in such a way that the eye tends to get lost in them. Small red stones are set into their eyes. The pebbles catch the light well, giving the impression that the rahis’ eyes shine in dim light like they were really alive.

Weakness(es): Both Natan and his brother possess the combat skills necessary for any Skakdi to survive on Zakaz. However, they are not trained fighters and, recognising this, will avoid a fight where possible (not that this is saying much for a pair of Skakdi!). In particular, they are weak in close combat with their weapons. Both are only averagely good shots with a zamor launcher. The brothers' attachment to each other can also be a weakness, prompting them to make bad choices in battle if they think the other one could be in danger.

Name: BanuaGender: Male

Species: ToaElement: GravityKanohi: Great Mask of Sensory Aptitude (formerly a faxon)Group: Onu-koroAppearance: Picture something close to this MoC by Brickeens, but with a couple of small differences, like more purple armour on his arms and torso, and his mask, rather than being a black noble huna, is purple and is shaped like this.Weapons:Banua’s toa tools are a long, barb-ended staff and a shield. Since returning to Onu-koro and joining the ussalry, he has also begun using a repeating crossbow as well.Personality and History: As a Matoran, Banua lived in Onu-Wahi, disguised by his black and purple armour. He spent most of his time working in the mines, and as such, he built strength to rival the real Onu-matoran he worked alongside. He also had a part-time job as Turaga Whenua's emissary to Le- and Po-Koros, and has traveled extensively in these regions. On becoming a toa, he realised his element was gravity, and took up a post as the Koro's defender. He was content for many years, but during an attack by infected blade-burrowers, he lost control of his powers for a moment, bringing down the tunnel he was in on top of himself, the blade burrowers and three Matoran, who were killed in the incident. Guilt-ridden, Banua withdrew from active service, but continued to work in the mines, though usually on his own.

2011/12 Arc Actions: Banua met with an Onu-matoran prospector, Vade, and agreed to a litmus-test of his destiny. He would accompany a protodermis trading caravan to Po-Koro to protect it from attack by infected rahi and the like. If the trip was a success, he would take it as a sign from the Great Spirit that he should return to his role as a defender of Onu-koro, but if not, he would return to the mines with a clear conscience, since he had never been meant to be a hero, and his destiny lay elsewhere.The caravan arrived safely in Po-koro, with Banua even repelling an infected kikanalo along the way, and the protodermis was sold for a good price. Banua was starting to believe he could be a toa-hero again, when the village was attacked by Rahkshi. They slaughtered the Onu-matoran and many others in the village despite Banua’s efforts to stop them, as well as causing an huge amount of destruction before screaming back out into the desert, taking Banua’s hope with them.For a while, Banua wandered through the wildernesses of Mata Nui without purpose – he didn’t even want to go back to Onu-koro and bring news of his friends’ deaths. While in Ta-Wahi, he met, by chance, the steamship S.S. Kavikika and its crew. After some conversation and his learning that the captain was stark, raving mad, he agreed to show them what the island of Mata Nui was like, and showed them the way to Ta-Koro. He soon parted ways with the pirates, however, since he was unable to stand the captain’s crazy, and often violent behaviour.Sullen, he returned to Onu-Wahi, only to be caught up in another Rahkshi attack very soon after he arrived. This time, though, in his home village, he sprang into action to defend it almost before he could think what he was doing. He fought against the sons of Makuta along with many other heroes of Onu-Koro, and though they shattered his mask, he was victorious, driving the invaders back into the tunnels and securing the safety of his village.Following the battle, Banua replaced his broken faxon with a mask of sensory aptitude and retrieved the staff of a tuurahk he had felled from that battlefield. He then broke the weapon in two and hung the shards up in his hut to remind himself that he is able to conquer fear and failure does not have to be permanent. He has since rejoined the ussalry as a defender of Onu-koro.

Weaknesses:For a long time, guilt, grief and a lack of self-respect crippled Banua’s abilities, but he is learning to get over these now. Their main legacy is that he has been out of practice for a long time now, working only in the mines (though that did do wonders for his physical strength). He is also still learning about his new mask power and its applications, after being used to the faxon for so long. When faced with problems that that mask had helped him solve, he now has to find new ways around them.Finally, when he is using his mask, his super-acute senses can be used against him.

Name: WetaGender: MaleSpecies: ToaElement: MagnetismKanohi: Great Kakama (was origanally a mahiki).Group: Toa AsthaAppearance: Weta is a tall, slim toa with gunmetal-grey and metru-green armour, which is often not to too clean. He the armor is light so as not to restrict his movements; with no extra spikes are crests or other paraphernalia – just an ordinary suit of toa armor.

Toa Tools: Weta’s toa tools are a bow with sharpened prongs on the ends and knife. He also carries a collection of sharp, tooth-edged metal disks that can be used as projectiles under the influence of his elemental powers. Each one is about the size of his hand.

Personality and History: 25 years ago, when Weta became a toa in the village of Le-Koro, he was sent to live with an old hermit to learn the ways of Mata Nui and how to fulfill his duty as a toa. Weta was never really cut out for life as a hermit – he was too extraverted, too keen to go out into the world and live in a dynamic reality, not in the quiet routine of a hermitage. Still, he persevered to learn as much as he could from his mentor, and grew strong in the use of his powers.

2011/12 Arc Actions: After the death of Tang the hermit from old age and sickness, Weta travelled to the Kini-Nui to seek his destiny as a toa. This lead to a long series of adventures that would take much too long to describe here (I have tried, but then the computer crashed part way through. I wasn’t going to redo all of that over). Suffice to say, he made several friends, thwarted a few evil plots, met and made friends with many other toa, and eventually joined a team founded by Merror, a toa of fire he had met on a few of his previous adventures.He was in Le-koro when it was attacked by Rahkshi, and participated in that battle. His mask was broken, but he has since found a replacement kakama.

Weaknesses: Weta’s training under the elderly hermit has honed his mind, will and intellect (allowing him very good control over his element and mask), but his body not so much. As such, he is physically weaker than most toa. In addition, his master taught him that all beings, even the most twisted beings have a role to play in the world, a purpose given by the Great Spirit. This belief can lead him to see the good in other, even if it is not in fact there. In short, he is too trusting for his own good and is easily deceived into thinking a person means well when they do not.

Name: DekunaSpecies: ToaGender: MaleElement: SonicsMask: Great SanokGroup: Hau KardaAppearance: As a toa of Sonics, Dekuna’s primary colour is grey. His is a very light grey, almost white. This allows him to blend in with his surroundings while in Ko-Wahi, and in combination with his silent De-matoran habits, means that people often get annoyed when he appears without being seen or heard.

Weapons: Dekuna carries a pair of twin blades, that can either be wielded separately or together in one hand (similar to how Kopaka Nuva’s swords could be held in two ways). He also carries an assortment of knives incase his primary toa tool is lost or damaged.He has obtained a modified lightstone rifle from a Vortixx. It will hold 5 lightstones at a time and the long recharge time has been removed, so it will fire like a shotgun.

Personality and History: Dekuna makes his abode in Ko-Koro because it is quieter than the other Koros. He does not like the cold, but has come to accept it and acclimatised to some degree. He would hire himself out part-time as a body-guard to anyone who would pay or seemed like going on an interesting mission. This occupation has given him more than his fair share of injuries over the years, and he bears many scars, and had become reclusive and grizzly when not on assignments. He did not often speak then, spending much time in his own corner of the Ko-Koro tavern. He can be quite irritable at times, as well as impatient with delays. His work has taken all over the island with many different beings, so he has a good general knowledge of most places.

2011/12 Arc Actions: Dekuna met a toa of fire named Haven in Ko-Koro who was concerned about a friend of his, who was getting much too excited about standing up to the Makita and embarking on some foolish quest to overthrow him. Someone needed to find this toa and talk some sense into him before his idealistic head was removed from his shoulders. Dekuna had wholeheartedly agreed with this, and agreed to help with the venture.This lead to them travelling all over Mata Nui with a group of other beings they met along the way. The adventures they had and the people he met tempered Dekuna’s cynicism a little, and he became involved with some beings who were opposed to the Makuta.Eventually, they formed the Hau Karda, a group whose goal it was to shield the hearts of the Matoran from the evils of the Makuta’s reign. The founding members were Havon, Dekuna, Miha, Zealokan and Payiges. It was around this time that they all discovered Epic Tea.The team travelled to Po-Koro, where they attempted to prevent Hafu’s capture by followers of Makuta, gained more members, and set up a base of operations, and defended the villagers against wild rahi and a poisoned well.Moving to Le-Wahi, the team combated a group of Rahkshi that had been seen in the forest (Dekuna’s battle with a Rahkshi of density control ended in a stalemate), and afterwards put on a play for the local Matoran (titled Put that Mask Back Where it Came from Or So Help Me – Dekuna played a troll).Chasing an assassin to Onu-Wahi, the team was present for Turaga Whenua’s capture. It was at this time that Dekuna acquired his lightstone rifle from a Vortixx named Fov. By this point, the team had grown to ten members, so they decided to split into two sub-teams who would cooperate while working in different villages.Dekuna’s team journeyed to Le-Wahi, where they participated in the ILF’s assault on the Nui-rama hive, and from there to Ko-Wahi and on to Ga-Wahi. Once they arrived, however, the team members all went off in separate directions to do different things and, due to player inactivity, the team was dissolved.For the next couple of weeks, Dekuna returned briefly to being a bodyguard, but found that he didn’t like it anymore. After serving out his current contract, he went to Le-Koro and met up with two other former Hau Karda members: Miha and Zealokan. The village was then attacked by Rahkshi, which Dekuna helped to repel.His adventures with the Hau Karda have made some changes to Dekuna’s personality and outlook. When he once believed heroes to be foolish and unable to accomplish much with their strong morals and high ambitions, he has come to see that they can, in fact, accomplish great things against that looked like irremovable darkness. This has led to him taking his duty as a toa a lot more seriously.Dekuna is now a founding member of the Hau Karda, a team dedicated to protecting the population of Mata Nui from Makuta's dark influence. Being a part of this team has made him act a bit more like a hero than he did before joining the group.The Hau Karda split again, but Dekuna has kept in touch with a few of the former members.

Strengths: Dekuna is elementally strong, and not bad with his weapons either, as was required in his line of work as a bodyguard. He also has an eye for detail, and constantly has an eye on his surroundings, watching both for danger and for anything he might turn to his advantage. A curious oddity with this is that after receiving a pakari-enhanced punch to the face some time ago, he gained the disconcerting ability to move his eyes independently, as well as a very sore face for a long time afterwards. His memory is excellent, particularly his auditory memory.

Weakness: As with any toa of sonics, Dekuna is vulnerable to the use of his own power, due to his ultra-sensitive hearing. He often tries to compensate for this by placing a protective dome of silence around his ears when in battle. This will muffle loud noises, but doing so detracts elemental energy and concentration away from his fighting skills.

Name: PukenaSpecies: Devastator’s speciesGender: FemaleGroup: NoneAppearance: Very similar to the Dark Hunter known as “Devastator”: tall, dark, and with spikes everywhere. She has green eyes and lime parts where Devastator has silver. She has, long, black, Vortixx-like “hair” which reaches down to about her elbows.

Abilities:-Pukena can transmute her body into sand, which is useful for squeezing through tight spaces or as a disguise in dusty places.-Pukena can use strong telekinetic powers-Pukena has strength greater than that of most beings. This is not a magical power, just a result of being of a rather large species.

Weapons: Pukena’s weapons are made from stone, so that they can dissolve into sand along with her body. She carries a long, thin blade and some smaller flint knives.

History: Pukena’s home is in the realm of Karzhani, in the fiery chasms and deep fissures that riddle the wastes. Life was difficult there, but while some other beings gravely accepted it and did the best they could in though circumstances, Pukena yearned for better. Eventually, she was able to escape from that island’s tyrannical ruler and get to Stelt. It was a big step up from life in Karzhani, but since she had no posessions at all after her escape, things still weren’t easy. Trying to make a quick widget, she volunteered for an experiment with a prototype teleportation device. Instead of sending her across the room, she ended up on Mata Nui.Once she arrived, she embraced Mata Nui as her new home, and, with help from a few kind locals, was able to establish a home for herself in Xa-koro. It was around this time that she acquired her weapons (you can’t be too careful in a place like Xa-koro).This was the first time in her life she had been free of the pressures and hardships she had previously been accustomed to, and she cherished it. Xa-koro wasn’t wonderful, but it was amazing compared to Karzhani or Stelt.When Xa-koro went down, she survived, and, for a time, there were difficulties to overcome. Still, she was used to obstacles and pushed through it. She is now living in Po-wahi.

Personality: Pukena has a strong will and immense determination not to take what life throws at her lying down. Instead, she strives for better, even if it is difficult. Now that she has made a life for herself on Mata Nui, she has relaxed a bit, but the general mindset hasn’t changed – if she wants something she’ll work hard until she finds a way to get it.She is justifiably proud of what she has achieved so far (though when she says she came from and through Karz to get to where she is, most people don’t take her literally), but with all the opportunities of a new island in front of her, she feels like she is far from done.Perhaps more than any other on the island, she views Mata Nui as an island paradise. The climate is gentle, the people are (mostly) friendly and kind, and unity is held as a greater virtue than obedience or wealth. She would very much like to see it stay that way.Weakness: When in sand form, she is completely vulnerable to sand or crystal users, who could control her very substance. She can be a bit rash in pursuing her goals.

Name: LemaGender: MaleSpecies: ToaElement: AirKanohi: Great KakamaGroup: Rama-riders of Le-KoroAppearance: Lema is a tall, dark green toa with black parts to his armour. In low light areas, particularly in the Le-Wahi jungle, he is pretty well camouflaged. He is rather lean, but this appearance is deceptive – he’s still strong enough to foot it with most toa and a few rahi as well.

Personality and History: Lema was once a simple Matoran living in Le-Koro. Along with the other Matoran, he learned to tame rahi and use them as flying steeds. What made him different, however, was his choice of steed. Rather than a gukko bird, he chose to find and raise an infant Nui-Kopen (yes, they have been tamed by Matoran before). He named it Zadok, and he rode it as a part of the gukko force, though the other Matoran were uneasy with his presence and mount.40 years after the Toa Mata, he became a toa and a protector of his village, defending its inhabitants from infected rahi and other dangers.After a time, however, he began to think that maybe he could do more good outside of a hero’s traditional role. Rather than sitting in his village and waiting for the next attack to come, he reasoned, why not go and seek out threats before they could pose a danger to his friends? When he went to Matau with his resignation, the Turaga disagreed, and urged him to stay in Le-Koro. He said that it was impossible to eliminate all threats in Le-Wahi, and that attacking beings and rahi that might someday pose a threat was not ethical. Their disagreement escalated and ended in Lema storming out of the Koro with Zadok.Ever since then, Lema has been stalking the jungle of Le-Wahi, trying to help the Matoran, albeit in his own way. His home is in a large cave to the north of Lake Kanae where he lives with Zadok.

2011/12 Arc Actions: Lema temporarily joined with the ILF for their assault on the Nui-rama hive, since the hive was home to a large number of infected rahi and was very near to the village of Le-Koro. Destroying it would make Le-Koro a safer place to live. The attack was successful, with Lema killing a Rahkshi of teleportation. After the attack, he went back to his solitary lifestyle, living in and defending the jungle.Some time later, Lema’s mask was infected, and it drove him to attack Pala-Koro along with a large group of other Makuta-aligned beings. During the battle, his mask was removed and cleansed, and from then on, he fought with the ILF.Still later, Lema returned to Le-Koro to help defend his village against a Rahkshi legion sent by the Makuta, and was victorious. After the battle, he took up the staff of a Lerahk that had fallen in the battle.

Weapons/Equipment: Lema carries with him a backpack containing the items he needs to survive in the jungle. Rope, a knife and tomahawk, some food and fruit juice, a lightstone, a heatstone, some bamboo, some cloth and a few widgets.Lema’s toa tools are an axe which looks similar to the Vortixx Rhotuka Battle Axe (cannot fire rhotuka) and a small shield. These allow him to channel his elemental powers over air.Strengths: Lema loves using his speed, agility and air powers to perform aerial acrobatics and complex movements through the air, such as leaps, flips and dodges. If he wasn't busy being a toa-hero, he could probably find work as a trapeze artist. His skill and practice have honed his skills in this area to near the levels of a calix-user.Following the Rahkshi legion’s attack on Le-Koro, Lema took up the staff of a fallen Lerahk and began using it as his own tool.

Weaknesses: Like most other beings of air, he really doesn't like water and can’t swim

Name: KaremoGender: MaleSpecies: ToaElement: IronKanohi: Great KadinGroup:Makuta's LegacyAppearance: From his mask to his feet, Karemo is black as midnight. The only colour on him comes from tiny flecks of gold, scattered like stars across his body, and from his eyes, which are also golden. He has a sturdy build, and is about average height. His armour is made of a protosteel alloy, which he made himself using his elemental powers. Since being exposed to antidermis, Karemo has grown a small row of triangular spines down his back and two more on his arms, reflecting the rahkshi-like nature of his power. His mask has elongated forwards and become sharper and more angular in shape to resemble the face of a rahkshi.

Weapons: Karemo can create all sorts of weapons using his iron powers or alter his weapons to suit the situation, but normally he can be found with the following:

A large black war hammer, which he wields with great force and precision.

A half dozen serrated knives which he keeps at his belt. These are kept-razor sharp at all times, just in case he needs them.

Vault Loot:Karemo has acquired a zamor filled with antidermis. Antidermis has granted Karemo the fragmentation power of a Panrahk. He is able to create explosions in his immediate area and reduce objects to fragments, sending them flying away from himself with great force.

History: Since joining the side of Makuta, Karemo hasn’t done much… openly. This warrior of darkness believes that unless the time is right to attack the heroes of Mata Nui, his efforts will have little effect. Instead, he has spent his time hidden away from the rest of the island, training with his powers and weapons to prepare for the time when the Makuta will assert full control over Mata Nui, and he can take part in that. Now, with news of Rahkshi attacks and a toa of darkness spreading throughout Mata Nui, he will finally end his preparations and emerge to aid in the conquest of the island.

Personality: First and foremost, Karemo is looking out for himself and how he can benefit from any situation. This is part of the reason he has chosen to take Makuta’s side in the war – he thinks that being on the winning team will afford him more power and opportunities.He is very dedicated to his goals, so once he has set his mind on something, he will pursue it with everything he has, and won’t hesitate to leave other beings broken in his wake. He despises people who are all talk and no action, and likes to point it out to them.

Following the disappearance of the Makuta, Karemo is still convinced that it is, at most, a temporary setback. Makuta will rise again, and he will do all he can to bring that day closer.

In-game Actions:Following the first Rahkshi attacks seen in decades and the rumored appearance of a Toa a shadow, Karemo emerged from hiding and sought out Echelon, a Dark Toa known to be active in Makuta's service. He and his brother joined up with a large group of Makuta followers in Ko-Wahi, where they cut a deal with Ambages the architect to aid them in the destruction of Pala-Koro. After travelling to the Kumu Islets to arm the team, the group launched their assault on the ILF headquarters. While the group was victorious, Karemo's kanohi mahiki was smashed, and he was forced to seek a replacement, taking his current kadin from a fallen warrior.

The Makuta's army dispersed following the destruction of the village, and Karemo returned to Po-Wahi to monitor the village's activity and keep the rest of the Makuta followers informed. When the village was attacked by Rahkshi, Karemo saw the assault from far off and raced to join them. Unfortunately, the he was forced to retreat when the Rahkshi broke ranks and attacked him and each other.

After laying low for several months in the wake of Makuta's apparent defeat, Karemo emerged again to join The Makuta's Legacy, a group of beings dedicated to speeding their dark master's return. After discussing strategy in Onuzek's cave, Karemo was among those chosen to seek out Joske and his companions to defeat them.

After the battle ended with the tunnel's collapse, Karemo has continued with the Legacy, albeit away from the main group. Most recently, he has been scouting out the ruins of Xa-Koro and the new fought being built there.

Weakness: Being so goal-driven, Karemo won’t know when to give up on something or retreat when he is outmatched – instead, he will just keep throwing himself against a wall of failure, unwilling to admit defeat.

Name: KitanoGender: MaleSpecies: ToaElement: CrystalKanohi: Great KualsiGroup: Makuta FollowersAppearance:Like his brother Karemo, Kitano’s armour is black from head to toe, apart from a few specks strewn sparsely over his surface. These are white diamonds. There seems to be no pattern to their placement, except for three slightly larger gems set into the forehead of his mask. He is tall and thin, standing a head above most toa, but possessing little muscle. The left eye of his mask is fitted with a telescopic lens, like the ones normally found on an akaku.

Personality and History: Kitano is more reserved than his brother, and not so single-minded in pursuit of his goals, nor as focused on war. He recognises that there are many ways that one can contribute to Makuta’s dominance, and not all of them involve swinging a sword. (Note: this is not to say that he cannot fight or that he is no good at it. On the contrary, living and training with Karemo for decades has made him a force to be reckoned with, but he has other priorities.)He takes a great interest in the native rahi of Mata Nui, and has spent many years researching their abilities and their possible applications in Makuta’s service. In particular, he has bred makika in a large cave adjacent to his home in Po-Wahi. This toad-like rahi secretes a poison from its skin, as well as having acidic venom. In the past, Onu-Matoran have made use of this highly corrosive substance in mining and tunneling through stone, but Kitano has sought to weaponise it, while testing its capabilities on various materials. This is rather a dangerous hobby for him, but the results have been rewarding.

Weapons: A sword made of strong, transparent crystal, which, like him, is long and thin. He uses it in conjunction with a shield, which is made of the same material. From his experiments with makika, he has developed a way to weaponise their venom. He uses thin spheres of crystal to contain the poison after he extracts it. Each sphere can contain about 200mL of the acidic poison, and will break on impact, splashing the poisonous acid over a target, along with sharp shards of crystal, allowing the poison to get beneath the skin. He can throw these for a long-ranged attack. For safer storage, he can thicken and strengthen the casing with his elemental power, and when using them, he makes sure to wear a pair of thick makika-hide gloves to protect his own skin.

Vault Loot: Kitano has bartered a kanoka blade from Thok.

The weapon is forged from Kanoka in a similar fashion to Kanohi, granting it certain powers. However, the Kanoka used, and thus the powers, are limited to the disks used in the creation of Kanohi. Much like a Kanohi, the Kanoka Blade also requires a certain amount of willpower for the power to be used, and therefore only beings capable of activating a Kanohi can use the blade's power. Also similar to a Kanohi, the Kanoka Blade's power cannot be changed from what it was originally forged as. If damaged, the blade could malfunction or cease to work at all. In addition to a razor-sharp Protodermis blade, the Kanoka Blade's guard is star-shaped and similarly sharp, and the glove hilt protects the user from harm by it. Incorporated into the Kanoka Blade's glove hilt is a magnetically-attached interface system that allows the user to exert his will and activate the weapon's power. When activated, a Lightstone in the blade's pommel glows, and the blade changes color to reflect the user's elemental affinity to signify its use. Also when in use, a clamp tightens around the user's wrist to secure the weapon, and a forearm covering extends over the user's arm for protection. The Kanoka Blade's power extends to the entirety of the weapon, but no further; the arm guard is included in this range. So, any abilities that the weapon activates are only applied to it and the user's arm.

The power of Kitano's blade is rahi control, allowing him to enlist the aid of nearby Rahi for transport, defense or attack. The number of rahi he can control at once is dependent on the size of the rahi.

Weakness:Kitano lacks the physical strength of many toa, so he can be out-muscled when fighting in close quarters. He tries to make up with this with speed, moving around quickly to avoid being forced into fighting at close range. If the makika-venom spheres in his backpack could be induced to break, they would quickly melt his back off.

Home: Karemo and Kitano have their home underneath the canyons of Po-Wahi. In a small collection of caves sealed off from all the others in the region, they have spent years constructing an underground base for themselves. It isn’t very big, just enough for the two toa to live, hide, train and experiment in. It is well stocked with provisions.The caves are left more-or-less in their natural state, rather than their walls being cut straight and smooth. Doors have been added, or course, and some awkwardly placed stalactites removed, but relatively little has been done to shape the stone. The place is lit with a few sparsely placed lightstones mounted on the walls. There are only two entrance/exits, one of which is concealed by a trapdoor leading to a small, steep canyon a few kio south-west of Po-Koro. The other opens out into a different canyon, but the entrance is high above the ground, coming out of vertical stone.

Pet: A snake which Kitano has named “Jutlin”, which translates to “Corruption”. This species is the desert cousin of the bog snake found in Le-Wahi.

Appearance:Manuka looks similar to this MoC, with strong black and grey armour covering his tall, lithe form. His eyes are a hard blue-grey, and he bears a large scar across his back – he doesn’t talk about how he got it. Since coming to Po-Koro, he has acquired a long, sand-coloured cloak that helps him to camouflage in the desert.

History:Before he came to Mata Nui, Manuka was just another male Vortixx on Xia [the mysterious homeland of the Vortixx which remains unknown on Mata Nui, and may or may not be Xia], working in a factory, doing all the dangerous or unpleasant jobs that nobody else wanted – by day. By night he was part of a secret group of other males who weren’t so happy to be dominated by the fairer sex. Together, they planned the assassinations of some of the ruling females who were particularly unfair or mistreating of their workers. While on such missions they also stole some of the ex- abusers’ valuable possessions and sold them on the black market so that they could buy adequate food and shelter for some of their fellow downtrodden males.Eventually, he got busted while sneaking into a secure research lab that was part of a large weapons factory. Instead of trying to subdue him, the guards just herded him into a large, very new, highly-experimental, probably-going-to-go-badly-wrong teleportation chamber and flipped the switch. Manuka was lucky enough not to get atomised and scattered throughout the universe, and instead found himself on Mata Nui… inside a nui-jaga nest.He arrived on Mata Nui a short while before Makuta’s fall, and after travelling around the place for a brief period of time to learn more about the place, he began work as a mercenary-soldier, as many others were doing. After all, he had the skills for it, and a man has to eat. Following the Toa Maru’s victory over Makuta, he has been employed by Po-Koro as a mercenary member of the sentinels. He does not speak of the place he lived before Mata Nui.

Personality:Manuka hates injustice in any form, and will always do what he can to stop it. This was one reason why he chose Po-Koro to work for: if he was going to make a living as a mercenary (that was where his best skills lay), he might as well do it working for the koro that had suffered most hardship and so most needed assistance. He realises that violence isn’t always a good way to stop injustice, but since that is where his best talents lie, that is most often what he c

Name: Wokiya (Woe-KEE-yah)Wiki Page: LinkSpecies: MatoranGender: FemaleMask: Trans-blue KaukauPower: Dormant Water powersWeapon: Twin AxesAppearance: Teal torso and arms, with blue feet and mask. She is always seen wearing some sort of gorgeous necklace, and always has different bracelets on her arms. Commonly seen as extremely attractive due to her exclusive high-priced garb that she's always found wearing. She is slightly muscled from handling two axes, but she hardly ever uses them while she's here in Ko-Wahi.Bio: Wokiya is Wokapu's younger sister, and the daughter of ancient warrior, Wokodin. Like her brother, she has no recollection of the times before they arrived on Mata Nui, but she has followed Wokapu's coattails, giving support and moral advice along the way, ever since they arrived. After failing to expose the Cultured Gentry for their allegiance to the Makuta, Wokiya got a job with the Mata Nui Daily publication company. She currently has the distinct privilege of getting access to places other reports don't have. This allows her and her crew to report on the most exclusive of news, with the honesty and truthfulness that Mata Nui's readers deserve.

Weaknesses: Her axes are very light, but surprisingly durable for their lightness. Despite this, she is not an impressive combatist, and can be overpowered by more experienced warriors.

Personal Characters:

Name: Wokapu (woe-KAH-pooh)Wiki page: LinkSpecies: ToaGender: MaleMask: Great KakamaElement: AirWeapon: Two katana bladesAppearance: Lean, but toned. He has an average height, and walks around with a very subtle slouch... as if he's constantly ashamed of something.Bio: Wokapu is, if nothing else, a changed man. Once the aloof, high-class entrepreneur and leader of the formerly Makuta-serving Cultured Gentry, dark consequences have forced the Toa of reevaluate his choices. Niici, a female Toa of Ice and Cultured Gentry colleague, conspired against Wokapu and turned the Gentry against him. Now, the Toa of Air has new aspirations, and only time will tell where they will take him.In combat, he is respectably formidable. He was trained at an early age by his father to take advantage of his natural agility and dexterity. Combined with the extremely incisive nature of his katana blades, Wokapu is easily able to defend himself if the need should arise.Weaknesses: What he has in speed and reflexes, he lacks in brute strength. Sometimes, he is fortunate enough to have his friend Ra'lhen to help fill that void.

Name: Ra'lhen (RAH-len)Wiki page:LinkPower: Can create, control, and absorb electrical energy. Can also shield himself him any physical attack of which he is aware. Rarely, he can channel enough electricty through metal to create an electromagnetic field, but this takes a lot of his power and could only be sustained for a couple minutes, tops.Weapon: Large Sword

Appearance: Slightly shorter than the average height of a Toa, but he is very muscled enough to still remain as brawny as he is handsome. A physical mutation makes Ra'lhen once white-hued body and feet now a fiery red. This generally leads to strangers having little idea what element he wields. Biography: The deep-voiced swordsman known as Ra'lhen is constantly tormented by the memories of the Dark Time. Once on a mission to avenge the First Toa and slay the Makuta, the unfortunate hero found himself influenced and forced into mental bondage by the dark god and given the slave name "Ronkshou". Now Ra'lhen travels with the only other surviving member of his old Toa Team, wondering what to do now.While he is not as strong now as he was when his name was Ronkshou, he is still a formidable opponent with centuries of fighting experience. Combined with his ability to stun or shock his opponents, there is still much to be concerned about for those who would want to hurt him.Weakness: His mind is still recovering from his time as Makuta's slave, which makes him especially susceptible to mental attacks. Telekinesis and gravity elemental powers can also disorient him if he is not prepared.

Name: Wokodin (woe –KOE– din)Wiki Page:LinkSpecies: ToaGender: MaleMask: Great SanokPower: Can create, control, shatter and absorb stone and rock structures. Also has supernatural accuracy.Weapon: Broad Sword with a goldenrod handle. Also possess a goldenrod claw that he can use to catch enemies or to carve sculptures.Biography: Plagued with arrogance that will always surpass his power and skills, Wokodin has centuries of military and combat experience under his belt. Throughout a rather complicated past, this Toa of Stone has constantly worked to improve his mind and body and limit potential weaknesses to the best of his ability. He is the father of Wokapu and Wokiya, and it was he who suggested that Wokapu found the Cultured Gentry. His motives are rife with a sense of weariness and entitlement, for he feels that he should be awarded more glory for his feats. It should be noted that Wokodin’s actions always appear noble and honorable, and he lacks any ambitions to acquire an authoritarian role. Instead, he simply wants to serve his village of Stone, and he wishes deeply to be the Toa who Matoran honor and respect.Weakness: Wokodin is so experienced that he has adapted to most dangers like cold (practices much of his fighting in Ko-Wahi) and water (can swim). However, he has yet to find a way to avoid the affects of gravity.

Alignment: True NeutralAffiliation: Mata-Nui WeeklyKanohi: Noble RauLanguages: Matoran, Skakdi, conversational vortixxHand: RightAppearance: Catarix is lean and with ever-narrowed glacial blue eyes. He is like an icicle in physique, slim and tall, with broader shoulders and smaller feet. His carapace is the traditional grayish white and soft blue of Ko-Matoran. He almost always has a copy of the Mata-Nui Weekly tucked under his arm, which he will occasionally use to swat at annoying individuals.Biography: Shrewd and observant, Catarix is a talented editor in both news and life, weeding out improperly positioned nouns with a quick stroke of his pen. Not adverse to keeping secrets, anything is safe with Catarix if paid enough.Abilities: Keen skills of observation, linguistics, a general willingness to profit from hiding unsavory information. Catarix also has a surprisingly green thumb, cultivating many plants in the studio apartment atop the regional branch of the Mata-Nui Weekly.Weaknesses: Physically weaker than most fighters, dislikes dairy products, and prone to speaking directly or asking too many questions.

Weapon: A gladius short sword, primarily a thrusting weapon, sometimes in conjunction with a parma, a iron round shield around 90 cm in diameter. with a round boss at the center.

Appearance: Tall for a matoran, he wears simple but well maintained and polished armor, and over it wears white flowing robes to distinguish him as a holy man.

Biography:

Arius is a veteran of the wars against the Makuta's rahi beasts during the long dark periods before and after the coming of the Toa Mata. He lost his family and many of his friends in the interim between the first Toa's disappearance and Makuta's defeat at the hands of the Toa Maru, a time of which he still feels the pain and hopeless that troubled all through that time. Following the Toa Maru's triumph he felt what he took to be divine inspiration and left society behind for time, living as a hermit and spending his days in prayer and meditation, only now having returned to the outside world.

Arius holds a strong faith in the traditional religion of Mata Nui, but is not a fanatic, he tries to understand stand the believes of others (With the obvious exception of Makuta's worshipers and cultists.) even if they are false, and the idea of using force to convert nonbelievers is repugnant to him, and also of little relevance since the majority of the island are already nominal members of the faith, requiring only a call to revival and action. He preaches that the Makuta, as the Great Spirit Mata Nui's opposite and evil brother, is not dead and will come again, and so the people of Mata Nui must be ready and what remains of the Makuta's influence purged. His hope that if the people of Mata Nui hold to his virtues and produce great acts of faith Mata Nui will awaken and cast down the Makuta forever, and plans on accomplishing this by rebuilding the Kini Nui, driving off the Rahkshi and other evil that lurks there, as well as inspiring the island's populace to renewed piety and zeal. He presents these beliefs in a passionate, but understated and matter-of-fact, manner, it is not his fault if someone refuses to accept the truth. They are obvious, even self-evident to him.

While he believes himself to be one of whom Mata Nui has chosen to enact his will upon the earth, he remains humble, viewing himself as unworthy of the honor. He is calm and slow to anger, preferring to take a measured outlook and considering his words and actions. He is also, however, slow to forgive, and can bottle up rage or bitterness and let it fester without letting it pierce his pious exterior.

Weakness: Being a simple matoran, he has no supernatural or magical abilities, unlike Toa or some of the other races now integrated into matoran society.

Name: Enyo

Species: Dashi.

Caste and Clan: Saihoko, Taajar.

Gender: Female.

Alliance: Neutral.

Appearance and gear: Average height and build for a Dashi, but lean and slightly on the underfed side. Her body is almost completely a middling green-blue color, with only a few streaks of gold lining crystal. Wears a faded dark red tunic that flows down to just beneath her knees and is belted at the waist, where a cheap crystal short sword hangs. When traveling Enyo also carries a simple pack on her back that contains miscellaneous belongings and some low mass item she might be currently trading in.

Biography:

Enyo has been a wonder from the beginning. The daughter of a wondering merchant, she was born and bred on the roads between the many scattered settlements on the island of Oki. Hard times and occasional violent embroilment in inter-clan conflicts has made her weary beyond her young years, but she still tries to be hopeful about the future. Coming from years of experience Enyo has developed a good trade sense and skill at brokering deals, and can defend herself with reasonably competence with the sword hanging from her waist if it called for, which she always hopes it will not; Bloodshed is nasty business, and should be avoided if at all possible.

Weakness: Has neither the magic mask nor physic powers of a Dasaka or their equivalent. While she can up make somewhat for her average swordsmanship by fighting dirty and using any means necessary to achieve victory, a competent fighter can most likely best her.

Name: Kethrye.

Species: Toa.

Element: Ice.

Gender: Male.

Alignment: People of Mata Nui.

Power(s): Elemental Ice, Mask Power.

Mask: Kanohi Tryna, Mask of Reanimation.

Weapon(s): Longsword.

Fighting-Style: Kethrye’s mode of combat is not particularly elegant, mostly consisting of hitting enemies as hard as possible with his sword. He usually tries to avoid melee combat, preferring to take out opponents with his elemental power if possible.

Appearance: Standard size for a Toa. Basic design beings a more streamlined version of the armor worn by the Toa Mata with three ice spikes mounted on each shoulder. His armor is primarily colored white with areas of crystal blue scattered throughout.

Biography: Kethrye is friendlier and more open then is stereotypical of Ice-associated beings. He is doggedly loyal to his friends and allies, but distrustful towards those who he considers dangerous. His sense of humor is a bit on the dry side, which isn't surprising considering he grew up in Ko-Koro.

Kethrye was an early member of the Island Liberation Front, a group dedicated to fighting the Makuta's influence over the island. As the group grew he become gained the trust of the ILF's leader, a fellow Ko-Toa named Madrihk, and was promoted to de facto secondary in command of the group. In the last days before the Toa Maru triumphed over Makuta, the ILF's headquarters in Pala-Koro were attacked and almost completely devastated by an army of Makuta's followers, a battle in which Madrihk disappeared and Kethrye was forced into taking charge, and he did his best to keep the group together and rebuilt the village in the aftermath.

After Makuta's defeat the ILF limped on for a time without real purpose of goals, until finally Kethrye and the others decided to part ways, as the group no longer had a real purpose to exist.

Weakness(s): Kethrye, as a Toa of Ice, is not fond of overly warm climates. A being with Fire-related powers would counteract easily counteract his Ice power, forcing him to rely less on it.

Name: Feondulf

Species: Matoran

Element: Iron

Gender: Female

Alignment: Chaotic Neutral

Affiliation: None

Power(s): The Parakuka Latched to her spine grants her the ability to make use of its’ energy reserves, granting her brief periods of increased speed, strength and agility. When active the Parakuka transforms her appearance into a hunched and more threatening-looking version of herself.

Mask: Matoran Kanohi Kakama, Mask of Speed.

Weapon(s): a cheap, basic protometal dagger; A smaller back-up knife that she hides in a pouch in her belt.

Fighting-Style: Feondulf’s fighting style revolves around the use of her Parakuka, using it to increase her strength to end the fight as soon as possible. If a fight lasts longer then the time her Parakuka is active she will adapt a dodging, more cautious mode of battle (especially against more powerful opponents such as Toa or Skakdi.), in an attempt to whittle down her enemy’s strength.

Appearance: She is taller and stronger than most Matoran on Mata Nui, her body is similar to those of the Metru Nui Matoran, albeit skinnier. Her skin is burn orange and her armor is primary metallic grey with some areas of Bronze, including her mask.

Biography:

Feongulf is the daughter of Fe-Matoran refugees who fled from darkness in their homeland to eventually find an uncharted island paradise.

Of course, the paradise part was not completely true. The refugees soon found that the idyllic island had troubles of its’ own, the Matoran inhabitants were threatened by hordes of Rahi beasts and the island’s six Toa, heroes with a millennium of expectations behind them, had went forth to challenge the darkness gripped their home and then. . .disappeared.

The family of Fe-Matoran joined some of the other newcomers in the frontier settlement of Xa-Koro, hoping to help build a place of peace. As their young daughter grew up corruption began to plague Xa-Koro, criminals and Makuta worshippers made the small city their own. Feongulf’s parents spoke out against them and hence were murdered in their sleep.

Alone and without anyone to take care of her Feongulf made a living as a petty thief before eventually clawing her way up to a position of minor power within the gang run by Ferrin, an mayor Xa-Koroin crime-lord. Recently the Island Liberation Squad killed Ferrin and his gang collapsed Feongulf left the shambles of her former occupation and struck out on her own. She eventually encountered a strange, spiny creature that latched onto her back and knocked her unconscious. Feongulf awoke days later to find that the creature had bonded with her, granting her fascinating new abilities. This let to her into a brief stint as a follower of Makuta, later getting caught up in the sordid past of a fellow Matoran member of the Followers, Xerov.

Feondulf prefers to avoid combat if possible, and will attempt to run or sneak way from most situations that involve combat. She’s a bit paranoid around others, a trait that has only grown since being latched by a Parakuka, she is still able to trust others (up to a point) enough to function in her line of work. Even with her paranoia she isn’t one to betray allies, better to keep the few you can get.

She isn’t a very humorous person, and large amounts joking tend to gain her distrust. On Mata Nui the kind of people who keep a constant smile on their face are the same ones that will stab you in the back as soon as looks at you.

She wears a cloak to hide the Parakuka attached to her spine, drawing it around her when she activates it. Life in Xa-Koro has taught her that it’s best to keep any advantage hidden, keeping your enemy unaware.

Weakness: Feongulf, even with her Parakuka active, is still weaker than a Toa or other powered being.

Name: Arsix DastanaGender: Female (identifies as female)Species: DasakaAlignment: The Dastana Clan, her family

Caste and Clan: Toroshu, DastanaAppearance: Arsix's appearance (much like her twin brother Jasik) is one that strikes a strange balance between slightly intimidating and beautiful. She bears very handsome defined facial features with strong cheekbones and a sharp jaw-line. But where Jasik's eyes boast great expression, Arsix's eyes have a powerful tone to them, even more brilliant a topaz than her brother's. In fact they are so brilliant they appear almost unnatural, with a depth seeming to attract all focus by those caught in her field of view. They command attention with the gravity of the bright and piercing color, and as such are somewhat famous. As royalty, she wears fine orange robes, bearing her clan's colors proudly.

With clear muscular definition underneath her robes, she is very fit, and has a shape to her which is both alluring and powerful. She stands proud with a good posture and a chin held high.

Arsix bears a deep dark blue color, with splashes of gold to accent her overall shape.

Mask: Kanohi Volitak, Mask of StealthWeapon(s): A single dirk, ordained with crystalline patterns, exactly the same as her twin brother's blade. They are mostly ceremonial.Powers: Powers of near invisibility and silencing of own noise and effects (other than removing a shadow) via her Kanohi Volitak. Arsix is also a trained Mindarm, and is skilled in the Willhammer discipline.Personality: It is often said that Arsix inherited all the drive that was meant for Jasik, and took it all for herself. However untrue this legend may be, it certainly doesn’t appear false. With a mind as sharp as a blade and a wit like a pair of whips, Arsix is a true politician. Comme il faut of her brilliance, Arsix has placed great importance upon the furthering of her family both in wealth and status, and is always trying to account for all the angles which may benefit the Dastana. She's also a splendid actor. Despite the stinging nature of her tongue, the heir knows exactly when to wield or sheath her words, displaying a well-tuned level of self-control no matter what she may be feeling on the inside. The only person who has any real understanding of Arsix or the clockwork in her mind or attitude is Jasik. The pair share a bond seldom rivaled by any other.

“…Such were the Dastana twins - there were no pair of Dasaka alive that loved each other more fiercely than they, but they both liked each other about as much as a splinter in the eyeball…”

Arsix both loves and hates the court. On one hand finding the politics and people intriguing and exciting, but on the other hand understands the potential dangers of it all.

Biography: Groomed to become the Dastana matriarch, Arsix was raised alongside her twin brother Jasik on Iki. Her family is self-made, the Dastana clan having relied on clever tactics and good politics in order to get into the state it is now. Trained exceptionally in the Willhammer discipline in addition to the Dastana standard of Mindarm.

Physically stronger than her twin brother, she is outmatched by him in his disciplines. She is both displeased and pleased by this. Displeased because there is something Jasik is better at than her, and pleased because it further rounds out the two of them together. The Dastana twins complement each other and Arsix knows this (despite never really speaking of it). Their competitive nature only increased as they grew up together and shows no sign of truly stopping, even if Arsix’s focus is on the family itself and her eventual responsibilities as the leader of the Dastana.

She claims most of her drive was impressed upon her by her mother forcibly, but secretly it’s come from within. It’s a desire to bring honor to the lives of Dastana’s halls, but more so for the success of the twins.

The famous eyes of Iki are filled with ambition, fueled with an intellect of refined strength and a passion that burns hot as the sun.

Weakness(es): Arsix may be a competent combatant both in mind and body, but she holds no mastery over the physical fight. If possible, it's best to extend her skills beyond their reach.

______The Author

Name: Akiri KonguSpecies: MatoranAlignment:Loyal to Le-KoroGender:Male (identifies as male)Appearance: Kongu is known for his slender strong build, and the demeanor of one of the most athletic Matoran on the island. Mostly a lime green, his mask and accents are a teal, his eyes being yellow.All across his body are intricate black colored tribal tattoos with the insignia of Captain on his right shoulder.Weapon(s):Two knives at his side which is well practiced with, and one returning throwing disk on his back which he can use expertly. He is also fairly well versed in the world of hand-to-hand combat.Mask: Powerless Great MiruPower(s): Control over Le-Koro and its branchesof military.Traits:Kongu is incredibly athletic, as well as acrobatic. He's known for the complexity and accuracy at which he would swing and leap from tree to tree. As the Captain of the Gukko Force, and Turaga Matau's right hand while he was still alive, Kongu was first choice to lead the village when news of Matau's death became known, to which he gratefully accepted out of love of his people and his village. His military knowledge, and his leadership skills made him one of if not the best candidate for the job. He is not above making jokes under times of stress and he is known for it as "-a little humor helps keep things in perspective." However, this does not mean he cannot take things seriously. He is very dedicated to the needs of his Koro and the force, and will never sacrifice security or serious discussion for the sake of a joke alone. He is charming, and a people pleaser, but knows when to say no.Biography: Kongu led the Gukko Force during Matau's time and did a good job of it too. The Gukko is renowned for the various maneuvers his force has employed in combat, and strategies that have been used in defending the village. Kongu came up with most of them. He is a brilliant strategist, and a fast thinker, and seems to never run out of good ideas. Kongu spent almost all of his time in the Force training, out in the jungle swinging from trees and maneuvering his Kahu; Ka

Ka seems to be much more clever than most mounts, and this is because during Kongu's training, he would teach it many commands, both militaristic and regular commands. It responds to his every whim and signal with accuracy and obedience that would make any mount riding Matoran jealous. He is often seen with the Kahu, even during regular times spent in the streets. Ka is precious to Kongu, and they share a strong bond; a testament to Kongu's opinion that kindness is stronger than hatred.When the Koro's started to become more individualized, Kongu fought for unity but the others did not follow suite, leaving Kongu trying to piece together what there was left to his own Koro's strength. He still holds his belief that to best survive there has to be more unity and peace is preferred, but now his own people come first. His love for his people and his village may well be unmatched.

Kongu has twisted that love into protective fierceness, and will do whatever it takes to keep those he loves safe.

Weakness(es): As a Matoran, other species can overpower him in a game of strength alone.

______The Demon

Name: Utu Kotore (Oo-too Coh-tore-ay)Gender: Male (identifies as male)Species: ToaElement: IceAlignment: Chaotic Evil, HimselfAppearance: Incredibly tall and equally as muscular, Utu is a walking tank. Big broad shoulders, powerful arms and powerful legs, Utu is in peak physical condition and it shows in the way he walks and even in the way he stands. It is clear that Utu is very powerful physically. His eyes are a bright blue, the part of his body that tells the most tales. On his right shoulder is what is left of his Mark of Fear. Once a deep dark purple rune, it is scarred and smeared on his arm, deep purple cracks reaching out from the Mark that once granted him power. It is corrupting him now, giving him less and less control and acting more aggressively. His eyes glow the same color as the Mark when it is activated.Mask: Kanohi Kakama, Mask of SpeedWeapon(s): Very large broadsword that is about as large as a very big Matoran.Power(s): Element of Ice, Super Speed via Kanohi Kakama.Personality: Utu has a knack for guessing, comprehending, and taking advantage of the fears of those around him at a surprisingly rather personal level. He was raised in a world full of fear and his entire growth into a full grown Toa seemed to be centered around fear in some manner. Manipulative, dark, and spiteful, Utu is angry about a lot of things in the world. But he is close-minded. He is unable to comprehend anything past hatred and anger. It is all he has ever known.Biography: The ice village of Tu-Koro was almost frozen karz where anybody who practiced anything other than aggressive self-sustenance were quickly killed by the populace. That was where Utu was bred. Probably part of an inbred family, Utu never had a moment where he could look after somebody other than himself, in addition to never being cared about by those around him. His family was abusive and very detrimental to his growth as a person socially. All he knows is how to hurt and how to be hurt.Utu eventually got away from Tu-Koro, only to be planted back in the village after the Mark of Fear was pressed upon him. The Mark granted him great strength when absorbing fear. He used this power to slaughter his village leaving his mother and father for last before tracking down those that escaped. Nobody survived the years that followed.But now the Mark if broken. Warped and corrupted because of the control imposed upon it by Echelon; one of the masters behind the weaponization of the Marks. It is nothing but a hindrance to Utu now, forcing him to feed it although the euphoria and power of its use has been completely removed. Utu Kotore's body is scarred and broken now, from occasional organ failure to poison blood, he's nothing but a dead shell of the man (or God as he once put it) that he used to be.

Weakness(es): If you do not immobilize him somehow through the use of strikes to his head or something of the sort, you do not stand much of a chance in defeating him.

______The Powerhouse

Name:Tuara Drigton (Two-are-a Drig-tun)Gender: Female (identifies as female)Species:ToaElement: FireAlignment: Dorian Shaddix (Chaotic Good)Appearance: Uncannily and unbelievably gorgeous, Tuara’s armor is mostly red but ordained with black highlights, accenting her figure "...in all the right places". Her Pakari is rather smooth and fitted specifically for her. Tuara walks with an air of confidence that demands authority, and with purpose. She wears black fingerless gloves on her hands with a red stitched pattern on the edges. Her black and red belt hangs loosely on her waist, the round buckle in the center. On her back she has one medium-long staff with the head of a large hammer on the end.Mask: Red Pakari, Mask of StrengthWeapon(s): A medium-long staff with a hammer-head on the end and a returning throwing disk.Powers: Element of Fire, mask power of Strength.Personality: Tuara can be a bit of a spit-fire when angry. Stubborn and temperamental, as most Ta-Toa are, Tuara is known for her hot-headedness. Otherwise however, Tuara prefers rationale thinking and thoughtful process to solve problem or take in/give information. Difficult to predict, Tuara fights in a similar manner. Creatively, and expertly, Tuara will never play her combative skills down unless she has to. Tuara is a very black and white sort of person, bordering more on the extremities of things. Recently however, she’s become rather jaded, much more confused about where she stands. She’s much more on the fence about issues she used to assert her character with.Biography: Originally raised in Ta-Koro Tuara trained herself to fight at a young age as an outlet. She was generally well known and considered one of the more popular of her friends due to her quick wit and good looks. Generally, Tuara refused to take on any sort of classifications that might separate herself from others and vice-versa. Equality is something she had always valued.Tuara’s family were taken away from her in her younger years, all of them disappeared within a short period of time. They were presumed dead after years of investigations. Tuara, distraught by the memories of her family in Ta-Koro left the fortress village, taking up residence in Le-Koro. There she worked and lived, and did her own private investigative work, occasionally employed by Kongu and the Gukko Force. It was here she refined her combative skills, and learned about judicial systems and forensic sciences. After hundreds of years of this, Tuara packed up, and made her way back to Ta-Koro.Tuara was once the Deputy of the Ta-Koro Guard. Jaller’s right hand woman, she was dearly loved by the people of the village. Eventually, she gave up her life as a Guardswoman and resigned in response to a series of mental breakdowns that she began to have as a result to her mental health. She’s been declining ever since. An alcoholic, Tuara lives with her boyfriend Dorian Shaddix; one of the few things keeping her from totally losing her mind.But she needs something more.Tuara is a Toa of action, and sitting on her hands for too long is the last thing she needs. She needs something to fight for again.Weakness(es): Long ranged combat is something she’s not so strong with.

______The God

Name: PaeGender: Male (identifies as male)Species: ToaElement: IronAlignment:Himself and people he refers to as "God"Description: Average height, extremely well toned. Pae's armor is mainly black, deep green accents line different parts of his armor. The look that he wears on his face is usually void of emotion. Usually expressing himself through his dark green eyes. They are usually pain held, dark pain and anger.Mask: Kanohi Kakama, Mask of SpeedWeapon(s): Two small hammers designed to break and crush enemy bones and armor.Power(s): Elemental control over iron, speedPersonality: Only saying something when it's worth being said, Pae is known for keeping his mouth shut and his ears open. The Toa of Iron tends to stay off to the side of things, observing before acting; whether it's a conversation or a battle. The few times he does speak, his voice will cut through the air like hot butter. His deep dark smoothed voice will cut down other voices, as though the air takes priority for his. His tone of voice almost never loses it's monotonous yet intriguing quality, even during intense moments. He tends to convey his thoughts more through his actions and his eyes, as rigid as his face may be. Pae never will take an enemy head on if he can avoid it. Stealth and precision is his game.Biography: Pae doesn't speak of his past. Nor does he speak much at all really. But besides the point.Pae was taught at a young age that the strong survive.When you lived in the slums of Xa-Koro with no family for as long as you could remember, you learned to take care of yourself. Pae is a master of mind and body. Most of his childhood was spent learning to watch and predict the people around him, honing each step down to even reading faces. This practice conditioned to Toa to be at arms with his surroundings at all times. He has never stopped checking and rechecking.The man is so aware of himself that he's aware of each breath as he takes it. Each moment to blink is pre-planned by the constant clockwork of his head. He's always looked after only himself. Himself and one other person, the only person on Mata-Nui that he ever considered a form of family. He's righteously devoted to Kino Iho, a child-hood friend. But without her in the picture, Pae is distracted.And Pae hates being distracted.

Weaknes(s): Pae has no physical or mental weaknesses. But if there's some way to slow him down and keep him at a distance, do it. Because otherwise, those hammers and his speed will wreck you.

Appearance: Short and stocky, Libro isn’t exactly physically intimidating height wise. She is however, fairly toned from working as a forger her whole life. Her appearance is rather unremarkable, with smooth looking armor utilizing very minimal crystal add-ons. She wears a thicker cloak when she’s out and about, with a single yellow belt, while on the inside she wears a yellow belt sash. Her body and armor are a baby-blue, with dark copper highlights.

Weapon(s): None. Unless you count her forging tools that she often carries with her.

Mask: Kanohi Pehkui, Mask of Diminishment

Powers: Mask power of Diminishment, Mindarm

Traits: Libro is incredibly intellectually gifted. Such to a point that in a battle of conversational challenges: Libro is extremely difficult to beat despite her anti-social tendencies. She’ll out-wit anybody if they dare try to put her down. That being said, Libro prefers to avoid conflict whenever possible. Obviously being a Ringti means hearing a lot of strong thoughts directed towards her, but past that Libro prefers the norms of social structures: At least when it comes to making her living.

Past that, she often dreams of far off places of discovery. But she knows these are just dreams. As Libro states, the dreams are only meant to relax her mind in between working. She truly lacks ambition, but really just attributes the disposition to h